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5.0.15 Balance Patch Notes

Forum Index > SC2 General
3 CommentsPost a Reply
TL.net ESPORTS
Profile Joined July 2011
4 Posts
1 hour ago
#1
Blizzard has released the 5.0.15 balance patch for StarCraft II: official post + patch notes


We are happy to bring 5.0.15 Live, which contains various balance changes, bug fixes, and quality of life improvements. We want to thank all the community contributors who provided valuable feedback during our PTR period.

Zerg
  • Spire cost reduced from 200/200 to 150/150.
  • Spire build time reduced from 71 seconds to 66 seconds.
  • Centrifugal Hooks now give +5 HP bonus to Banelings again.
  • Microbial Shroud reduces range attacks by 50% damage.
  • Microbial Shroud effect no longer persists for a few seconds after the unit has left the shroud.
  • Microbial Shroud cost increased from 75 to 100.
  • Microbial Shroud now requires an upgrade again (150/150).


Protoss
  • Energy Recharge grant has been reduced from 100 to 50 energy.
  • Energy Recharge cooldown reduced from 60 to 45 seconds.
  • Mothership movement speed reduced from 2.83 to 2.25.
  • Psionic Storm changed from 80 damage over 3 seconds to 140 damage over 6 seconds (26.7 DPS > 23.3 DPS).
  • Psionic Storm radius increased from 1.5 to 2.
  • Psionic Storm range reduced from 9 to 8.
  • Dark Templar Blink attack delay reduced from 0.75 to 0.25.
  • Surveillance mode now reveals the Observers.
  • Surveillance mode increases vision from 13.75 to 15.
  • Purification cooldown reduced from 21.4 seconds to 17 seconds.
  • Stasis Ward duration reduced from 170 seconds to 90 seconds.


Terran
  • Siege Tank can no longer be abducted when in siege mode.
  • Viking cost reduced from 150/75 to 125/75.
  • Drilling Claws effectiveness increased from 1.07 to 0.71 seconds.
  • Hyperflight Rotors research time decreased to from 100 to 79 seconds.
  • Liberator Sight reduced from 10 to 9.
  • Ghost supply reduced from 3 to 2.
  • Ghost now has light attribute.


Bug Fixes
  • Updated Protoss AoE UI indicator.
  • Fixed an issue where units with beam attacks would conflate each other's cooldowns.
  • Fixed an issue where Probes would become unresponsive near Assimilators.
  • Fixed an issue with Cyclone attack upgrade giving +1 instead of +2.
  • Fixed an issue with Mothership attacking at max range.
  • Fixed an issue with Cyclone Lock-On Cooldown.
  • Fixed an issue with Orbital Commands not auto-rallying.
  • Fixed an issue where Mothership had a redundant Psionic tag.
  • Fixed an issue where Mothership weapon behaved erratically when targeting Changelings.
  • Fixed an issue where Mothership was unable to designate and maintain the correct number of targets (4) for target-firing (including during movement).
  • Fixed an issue where Mothership's target-acquiring process would cause it to overly-prioritize low-priority targets (such as Larvae).
  • Fixed an issue where Mothership's range was less than intended.
  • Fixed an issue where units unloaded out of transports would not reset their acquired attack target to the closest unit.
  • Fixed an issue where Commands with add-on build would be issued to the same Barracks repeatedly rather than spread out.
  • Fixed an issue where hitting the key to construct an add-on twice could result in the production structure lifting when certain settings were used.
  • Fixed an issue where "Set Rally" could not be issued if both flying and ground structures were simultaneously selected.
  • Fixed an issue where visual effects from abilities could be seen through the fog of war (Parasitic Bomb, Stimpack).
  • Fixed an issue where visual effects from abilities could not be seen even when large portions of the model were well within vision range (Guardian Shield, Microbial Shroud).
  • Fixed an issue where Disruptors lacked an AoE indicator.
  • Fixed an issue where Stasis Wards had no pre-placement visual indicator or sound.
  • Fixed an issue where Liberators could designate an attack target while morphing from AG to AA, but not while morphing from AA to AG.
  • Fixed an issue where Liberators commanded to siege in areas inside their range could result in slower execution than being commanded to siege outside their range.
  • Fixed an issue where the model for Zerg 6x6 rocks was set to be too large for its footprint, and projectiles would not produce flesh squibs.
  • Fixed an issue where Ravagers would glide along the ground if told to move command after issuing corrosive bile.
  • Fixed an issue where no target impact animation was present for Corrosive Bile.
  • Fixed an issue where Broodlings could greatly delay launching or fail to launch toward their target, depending on their position relative to the broodlord.
  • Improved Microbial Shroud particle effects for units within the shroud, particularly as certain map lighting could cause bright flashing lights.
  • Fixed an issue where players could accidentally drain excess health while attempting to cast Stimpack (It now has a very short cooldown to prevent rapid re-cast).
  • Fixed an issue where Cyclones hit by a Lurker spine would instantly go into Lock-On cooldown.
  • Fixed an issue where Cyclone Lock-On projectiles would damage targets even if the target had escaped detection before impact.
  • Fixed an issue where Contaminate could be cast on targets that could not research or train units (like Creep Tumors).
  • Fixed an issue where 'damaged' graphics would not trigger on Rich Refineries/Extractors.
  • Fixed an impactful balance issue where Motherships were not playing their coolest available visual animation while constructing. This is intended to buff Protoss visually.
  • Updated turning/position visuals for Reapers, Hellions, and Cyclones.
  • Fixed an issue where Dark Templar attack sounds would complete regardless of whether a unit had been dealt damage.
  • Adjusted smartcast behavior for Caustic Spray and Consume abilities. This is intended to reduce the reliance on 'Rapidfire' settings for optimal use.
  • Fixed an issue where Locusts spawned simultaneously would have perfectly synchronized animations rather than behaving like a swarm.
  • Fixed an issue where researching Hi-Sec Auto Tracking would not update its level on the icon of units it affected.
  • Increased allied push priority for Thors and Siege Tanks. Intended to assist bulky units in pathfinding when surrounded by many small friendly units.
  • Fixed an issue where Reaper's rapid regeneration model would persist above its transport.
  • Fixed an issue where Siege Tank impact fire model would persist above its target's transport.
  • Fixed an issue where Siege Tank impact craters would disappear and reappear if the target was picked up/dropped out of a transport.
  • Fixed an issue where Thor's High-Impact weapon made no launch sound.
  • Fixed an issue where KD-8 Charge could cause ground units to resemble air units by moving them to a different height plane.
  • Fixed an issue where KD-8 Charge knockback animation would persist on units that were no longer being knocked back.
  • Added polish to the casting of Microbial Shroud via a short cast finish time.
  • Fixed an issue where the rich Assimilators' shield armor icon would not update with shield upgrades.
  • Fixed an issue where it was difficult to tell the progression of Lurker spikes underneath clumps of units.
  • Fixed an issue where Lurker spine damage was desynced substantially with its visual effects due to the visual spine taking too long to appear.
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TL+ Member
redloser
Profile Joined May 2011
Korea (South)1733 Posts
1 hour ago
#2
man it'd be nice had they at least stated the purpose of the changes (e.g. they find PvZ midgame was too weak for P in pro game so we buff storm, etc.) instead of just churning out patches with no remarks
MiCroLiFe
Profile Joined March 2012
Norway268 Posts
1 hour ago
#3
Storm is actually better than it was before
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
MJG
Profile Joined May 2018
United Kingdom1274 Posts
3 minutes ago
#4
At least it looks playable, unlike the initial proposals.
puking up frothing vitriolic sarcastic spittle
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