On October 09 2025 18:54 Harris1st wrote: Now that the Ghost is buffed again, can we please revert back to 3 supply? And wtf is that Broodlord nerf? Why? To address what? Please revert. Storm was a bit over the top and it takes a while to find the sweet spot. Fine with that
The sweet spot was the spot in which it has been for 15 years with no issue. Now they're creating problems out of nowhere
I don't understand giving ghosts bonus hit points. Why make them light if you are just going to make them as strong vs things that are good vs light, and are somehow even better than they were against non-light. This completely counteracts the extra damage collosus would do, and makes them survive disruptor shots, and makes them just generally more resistant to storm.
Like, why? Ghosts are already super strong at 2 supply, which is why they got nerfed in the first place, why revert the nerf, and give them a buff at the same time?
I completely agree with this. The issue was the effective energy cost buff brought about by energy overcharge. Why they started going down this rabbit hole of tinkering with time and radius is above my paygrade.
BW ghost was at 45 hp, btw, it now has almost triple that hp. And part of the reason for adding light tag to the ghost is that this unit seems much tankier than it looks, and now they have the same hp as the marauder? Light tag is actually stronger than armoured tag, so they'll actually be tankier than marauders, which would be like making the hydra tankier than the roach..
Storm will still be decent you can't underestimate a size buff from 1.5 -> 2, but protoss will probably do worse than on last patch now, with a severely nerfed overcharge, similar to what happened to battery overcharge that was the breaking point between protoss winning gsl's to not ever winning anything.
I wonder what the role of the disruptor should be now, the little timing from when hydras hit to when vipers and lurkers are out, or what exactly should we be spending 4 supply on?
I also wanna note that this is probably the fastest balance change in history, for it's not a hotfix, but a balance change. Other broken things introduced like 7 range hydra, or 2.5 radius fungal from invisible units took 2 weeks to patch out, while this one only took 8 days. I guess it's nice that the response time is quick, or is it? - this patch seems like it's feedback from a single terran player, and I'm not sure that's how we want to see balancing happen.
On October 09 2025 21:36 ejozl wrote: BW ghost was at 45 hp, btw, it now has almost triple that hp. And part of the reason for adding light tag to the ghost is that this unit seems much tankier than it looks, and now they have the same hp as the marauder? Light tag is actually stronger than armoured tag, so they'll actually be tankier than marauders, which would be like making the hydra tankier than the roach..
Storm will still be decent you can't underestimate a size buff from 1.5 -> 2, but protoss will probably do worse than on last patch now, with a severely nerfed overcharge, similar to what happened to battery overcharge that was the breaking point between protoss winning gsl's to not ever winning anything.
I wonder what the role of the disruptor should be now, the little timing from when hydras hit to when vipers and lurkers are out, or what exactly should we be spending 4 supply on?
I also wanna note that this is probably the fastest balance change in history, for it's not a hotfix, but a balance change. Other broken things introduced like 7 range hydra, or 2.5 radius fungal from invisible units took 2 weeks to patch out, while this one only took 8 days. I guess it's nice that the response time is quick, or is it? - this patch seems like it's feedback from a single terran player, and I'm not sure that's how we want to see balancing happen.
Don't forget busted insta nydus that we had to let play out in tournaments despite clearly being broken lol.
But really not sure what their goals are and I hope we get a more clear picture of that. Moving storm around that much in such a short span is weird, buffing and nerfing ghosts etc. so we shall see if more blizz involvement is gonna be good or bad
I mean, its quite easy to nerf Ghost more, like make them only half speed while cloak, also Snipe while Cloak would take double the time. And with the range reduction of Storm, maybe its time to increase HT speed to match of Infestor?
On October 10 2025 01:14 tigera6 wrote: I mean, its quite easy to nerf Ghost more, like make them only half speed while cloak, also Snipe while Cloak would take double the time. And with the range reduction of Storm, maybe its time to increase HT speed to match of Infestor?
From what i have started to do, i created an EMP which remove only 50 mana at the outside of the radius (100 point mana inside the inner radius)
Should have just left Ghosts and Storm alone. Now they've gone and started tweaking and now the entire interaction is even more imbalanced than it was before.
I don’t know who’s in charge of balance over there, but it feels like they’re just trolling us at this point. I simply can’t believe this is serious. Think about it: first they buff one of the strongest and most problematic units in the game (the same one they nerfed not that long ago because people were tired of watching doom stacks of ghosts), and how do they suggest we counter it? With banelings? A tier 1 unit? Seriously? And in PvT, with colossi? Yeah, sure...
And then they go and just give it 25% more HP for free. Now the ghost tanks better than a marauder. This has to be a joke
"Consume ability will now stop when the building is no lower than 7.5 HP."
Great, so we can revert the Consume buff right? Where it drained less HP due to pros stupidly consuming their Hives instead of gas extractors or other buildings?
Ghost HP buff to 125 is pretty huge... i don't understand why that was warranted. Surely colossus, phoenix, adept, hellions, and banelings aren't suddenly invalidating Ghosts?
This makes Ghost rushes and ghost hellion opener in TvZ much stronger now haha
Kinda silly that they rebuffed banelings to have that +5 HP, so they're now doubly strong vs Light Ghosts... They should just keep the banelings without that +5 HP, and keep Ghosts Light with 100 HP. Banelings have enough of a role and are always potent. They are cost inefficient but a way to force your enemy's army to blow up and keep trading with your superior economy.
Also for those asking why BL movespeed nerfed, it's because supposedly the broodling "bug fixes" make BLs way stronger in battle now. So reverting the movespeed buff they got a couple years ago (when broodlings were nerfed and BL pushed more into Guardian role) makes sense.
On October 10 2025 05:32 Vindicare605 wrote: Should have just left Ghosts and Storm alone. Now they've gone and started tweaking and now the entire interaction is even more imbalanced than it was before.
There’s too much tinkering in general.
Not all of it bad, but I think they’re changing too much, too quickly. It’s introducing new problems in trying to fix existing ones.
We’ve had what, two passes, three already? And some of those passes are changing multiple things.
I’ll give some credit, their pace of working is pretty good. But if anything, and it seems there’s perhaps more than the usual skeleton crew, I think gives you a bit more space.
Do like, half of what you’re doing this patch, let it settle and tweak if bugs etc, then come back and do the other half a few months down the line or whatever.