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https://news.blizzard.com/en-us/article/24276667/starcraft-ii-5-0-16-ptr-patch-notes
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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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.
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Bisutopia19363 Posts
The warpgate changes are massive. Overall this seems like an amazing shakeup to the game.
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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
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If the lower starter count leads to more 4 start position maps I'm all for it! I'm down with this new era.
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The amount of QOL changes and bug fixes is massive, good work intern
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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.
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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.
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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.
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I can't wait to 11/11 bunker rush again
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I genuinely had to triple check it wasn't April 1st. What a fascinating list of changes.
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"Dark Templar: 2." triggered some ptsd.
(I assume it's a typo and supposed to be 26?)
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United States33619 Posts
first thing I did was tell stuchiu that 9 pool is back
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United States1925 Posts
On May 29 2026 05:33 Waxangel wrote: first thing I did was tell stuchiu that 9 pool is back
alas no 6 pool
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Seems like a good time to quit the game. Hopefully this doesn't go live
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