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StarCraft II 5.0.16 PTR Patch Notes may 26th

Forum Index > SC2 General
153 CommentsPost a Reply
1 2 3 4 5 6 7 8 Next All
Kreuger
Profile Joined October 2011
Sweden888 Posts
May 28 2026 17:48 GMT
#1
https://news.blizzard.com/en-us/article/24276667/starcraft-ii-5-0-16-ptr-patch-notes(Wiki)


Hell yeah some changes

Mod Edit:
We've tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods. We’ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.

In addition, a range of quality-of-life improvements has been implemented to enhance the overall player experience.
Economy

Starting workers reduced from 12 to 8.
Default Large Mineral patch resource count reduced from 1,800 to 1,600.
Default Small Mineral patch resource count increased from 900 to 1,200.
Total Default Minerals per base increased from 10,800 to 11,200.
Default Vespene Geysers' resource count increased from 2,250 to 2,500.
Total Default Gas per base increased from 4,500 to 5,000.
Rich Vespene Gas Geyser harvest return value decreased from 8 to 6.

Zerg
Hatchery, Lair and Hive

Supplies provided reduced from 6 to 4.

Creep

Spread/Recede rate slowed from 0.45 to 0.55.

Spore Crawler

Damage against Biological increased from 20 (+10 Biological) to 20 (+15 Biological).

Carapace Upgrades

Level 1 cost decreased from 150/150 to 100/100.
Level 2 cost decreased from 200/200 to 150/150.
Level 3 cost decreased from 250/250 to 200/200.

Infestor

Microbial Shroud range increased from 9 to 12.
Microbial Shroud can now be cast without requiring an upgrade from the Infestation Pit.
Neural Parasite on builder SCVs will only expire at structure completion.
Now has an auto-attack weapon.

Viper

Abduct now considers Sieged Tanks a valid target.

Overlord

Speed without Pneumatized Carapace decreased from 0.9 to 0.7.
Can now issue 'Load Nearby Units' commands.

Overseer

Changelings automatically inherit the current order queue of the casting Overseer.
Changelings’ deaths are contagious to other nearby Changelings.

Mutalisk

Mutalisk Glaives now prioritize targets.
Arc slop increased to 180.

Terran
Command Center

Supplies provided reduced from 15 to 13.

Ghost

Supply increased from 2 to 3.
Health reduced from 125 to 100.
Attack damage changed from 10 + 10 vs Light to 20.
Attack range increased from 6 to 7.
Steady Targeting:
Damage increased from 130 + 40 vs Psionic to 170.
Energy cost increased from 50 to 75.
No longer cancels upon taking damage.

Medivac

Can now issue 'Load Nearby Units' commands.
Subgroup Priority:
Priority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank).

Protoss
Nexus

Supplies provided reduced from 15 to 13.

Warpgate

Warpgate Research moved to the Gateway from the Cybernetics Core.
Warpgate Research speeds up Gateway unit production time by 35%.
'Transform to Warpgate' cost increased from 0/(0) to 50/(50).
Warp-in Time is no longer determined by 'slow power fields'.
Warp-in Time decreased to 3s (from 3.6s and 11.4s).
Warpgate Cooldown Values:
Zealot: from 20 to 22.
Adept: from 20 to 22.
Stalker: from 23 to 22.
Sentry: from 23 to 22.
High Templar: from 32 to 35.
Dark Templar: from 32 to 35.

Gateway

Pre-Warpgate Production Time Values:
Zealot: from 27 to 28.
Adept: from 30 to 28.
Stalker: from 27 to 28.
Sentry: from 23 to 24.
High Templar: from 32 to 40.
Dark Templar: from 32 to 40.
Post-Warpgate Production Time Values:
Zealot: 18.
Adept: 18.
Stalker: 18.
Sentry: 16.
High Templar: 26.
Dark Templar: 2.

Sentry

Hallucinations automatically inherit the current order queue of the casting Sentry.

High Templar

Psi Storm total damage reduced from 110 to 100.

Disruptor

Now has a 'phantom attack' weapon.

Warp Prism

Can now issue 'Load Nearby Units' commands.

Bug Fixes & Quality of Life Updates
... read article for more, there are some nice fixes.
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Legan
Profile Joined June 2017
Finland578 Posts
May 28 2026 17:54 GMT
#2
Wild changes. 8 workers start, and warpgates are now slower than gateways. Both have been theorised for so long. Let's see if some people were right. Also, changes to resource counts.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
BisuDagger
Profile Blog Joined October 2009
Bisutopia19366 Posts
May 28 2026 17:54 GMT
#3
The warpgate changes are massive. Overall this seems like an amazing shakeup to the game.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
seopthi
Profile Blog Joined December 2014
399 Posts
May 28 2026 18:01 GMT
#4
Since Diablo 2 got an expansion, I was hoping that SC2 could also get one, with lower starting workers, new units and, with a race-neutral name (weird we call it LotV which is Protoss themed). This will do though, and maybe it's an experiment before bigger changes at BlizzCon -- I am an optimist
Cygnus
Profile Joined February 2004
United States853 Posts
May 28 2026 18:18 GMT
#5
If the lower starter count leads to more 4 start position maps I'm all for it! I'm down with this new era.
Kreuger
Profile Joined October 2011
Sweden888 Posts
May 28 2026 18:32 GMT
#6
The amount of QOL changes and bug fixes is massive, good work intern
Antithesis
Profile Joined August 2010
Germany1249 Posts
Last Edited: 2026-05-28 19:15:01
May 28 2026 19:09 GMT
#7
Wow. I did not expect a patch of such magnitude. Looks great in large part and at the very least exciting for the more adventurous changes.

Many justified improvements. For instance there was never a valid reason as to why tanks, out of all units, should be unabductable. Also neat that finally infestors and disruptors get their a-moves. It was so absurd that protoss could happily a-move their templars but infestors needed constant babysitting. So now vipers and ravens are the two only casters without a-move, right? Also making ghosts less masseable again is a good thing.

Will be interesting to see how the worker change will play out. I never cared about it too much but it will definitely shake things up.
Mutation complete.
Hider
Profile Blog Joined May 2010
Denmark9439 Posts
Last Edited: 2026-05-28 19:20:09
May 28 2026 19:18 GMT
#8
Besides giving all casters auto-attack I find myself disagreeing with the philosophy of these changes. I do not think they are the correct type of changes.

For instance, the whole warpgate/gateway thing, sounds like something that sounds cool in theory - really sceptical around it.
The shroud - I rather they just make it stronger - make the punishment of fighting wihtin it much larger - as I think ths will encourage more tactical play around it - similar to a Dark Shroud (although still toned down).

If they are gonna do "crazy changes" then what about damage point defaulting to 0 and balancing the game around that (faster melee units to compensate). Thats just a pure awesome nice feel change.

Redesign some of the shitty abilities - like Abduct and what about just doing something else with Snipe completely instead of tweaing it.

Worker start - why not keep it at 12, but try and change some other build times or initial building costs to open up for more variability in early game?

And you know if we want QOL changes. Do something with the Ghost not taking priority over bio in terms of stim.... Like give it a fake stim ability as well so i can keep casting ghost abilities and still stim all bio units.

ejozl
Profile Joined October 2010
Denmark3500 Posts
Last Edited: 2026-05-28 19:28:12
May 28 2026 19:24 GMT
#9
Cabal is returned..

Clearly these changes are not made by Protoss players, absolute incredible nerfs to Zlots and Adepts. I guess we're just tunneled into Stalkers and Sentries, and additions like Robos, Star Gates and the Templars.
Warp Gate on Gateway is also not really a buff, since you cannot build units in this time. It's one of those reddit ideas that seem cool because it goes against what the game has always been, but is it really making the game more cool to make Protoss more similar to Zerg and Terran?

The phantom attacks should just stop, remove the HT attack, remove F2, these things don't belong in Starcraft.

There are some interesting ideas, and there's ambition, which I like, but I'm also terrified. So, players are already advocating against 4- player maps, we see it less in weeklies, but somehow 8 worker start will be seen well upon?

The gas increase don't really line up with the Mineral increases, though I don't mind more heavy gas play.
1600-1200 split is also pretty small, so 1400 for everything almost seems like the better solution. I like 1k-2k patches, that way it's like WoL, but the they will be mined at a slow rate, this way map makers can also be more adventurous in how far away expansions are, which could reduce the pace of the game which is much needed, but also give the oldschool feeling of big army clashes, and Zerg tech switches.

I would be excited for these changes, but unfortunately I play Protoss.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
SHODAN
Profile Joined November 2011
United Kingdom1158 Posts
May 28 2026 19:40 GMT
#10
I can't wait to 11/11 bunker rush again
Cricketer12
Profile Blog Joined May 2012
United States14000 Posts
May 28 2026 20:02 GMT
#11
I genuinely had to triple check it wasn't April 1st. What a fascinating list of changes.
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Fleetfeet
Profile Blog Joined May 2014
Canada2746 Posts
May 28 2026 20:07 GMT
#12
"Dark Templar: 2." triggered some ptsd.

(I assume it's a typo and supposed to be 26?)
Waxangel
Profile Blog Joined September 2002
United States33627 Posts
May 28 2026 20:33 GMT
#13
first thing I did was tell stuchiu that 9 pool is back
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Mizenhauer
Profile Blog Joined February 2015
United States1934 Posts
May 28 2026 20:35 GMT
#14
On May 29 2026 05:33 Waxangel wrote:
first thing I did was tell stuchiu that 9 pool is back


alas no 6 pool
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Charoisaur
Profile Joined August 2014
Germany16077 Posts
May 28 2026 21:05 GMT
#15
Seems like a good time to quit the game. Hopefully this doesn't go live
Many of the coolest moments in sc2 happen due to worker harassment
Acrofales
Profile Joined August 2010
Spain18309 Posts
May 28 2026 21:08 GMT
#16
Wild. What the actual fuck is going on there. Of this goes live, its the yolo patch. Buffs to gateway, reapplying the ghost supply nerf, buffing mutas and investors, and, of course, starting workers to 8. Bold strategy, Cotton!
Zidane
Profile Blog Joined July 2008
United States1691 Posts
May 28 2026 21:21 GMT
#17
Feels like a nerf to protoss but needs more testing.
Waxangel
Profile Blog Joined September 2002
United States33627 Posts
May 28 2026 21:25 GMT
#18
I think I'll enjoy the first couple of weeks of PTR tournament play just because it's a huge change of pace, but not sure how it will work out in the long run. Hoping for the best, obv
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
BluemoonSC
Profile Blog Joined November 2010
SoCal8913 Posts
May 28 2026 21:31 GMT
#19
PvX has been balanced around warpgate for so long and I'd hoped that they would make this kind of change years ago. I hope the gateway changes make it to live in some capacity.
LiquidDota Staff@BluemoonGG_
BlackEyed
Profile Joined October 2024
20 Posts
Last Edited: 2026-05-28 21:49:19
May 28 2026 21:46 GMT
#20
Don’t the developers want to give Zerg a proper T1 anti-air unit? Or are 10 years of Oracle openings in every PvZ still not enough? Maybe rework the Ravager and give it an anti-air attack while they’re at it. Then Queens could be nerfed too, or even capped with a limit.
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