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StarCraft II 5.0.16 PTR Patch Notes may 26th

Forum Index > SC2 General
194 CommentsPost a Reply
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Kreuger
Profile Joined October 2011
Sweden983 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
Finland581 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
Bisutopia19383 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
401 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
Sweden983 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
Germany1263 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
Denmark9447 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
Denmark3538 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 Kingdom1162 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 States14001 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
Canada2808 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 States33681 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 States1955 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
Germany16086 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
Spain18424 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 States1692 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 States33681 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
SoCal8933 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
37 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.
geokilla
Profile Joined May 2011
Canada8255 Posts
May 28 2026 22:34 GMT
#21
Dead game is actually an alive game?! Whoa did not expect this
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
May 28 2026 22:48 GMT
#22
I have been fighting this terrible fanwank "design" change to Gateway/Warp Gate literally since 2010. I never thought I'd see the day.

I really don't think people are prepared for how annoying Protoss macro is about to get. Nor do I think the Balance Council or whoever is prepared to rebalance literally every Gateway unit for Protoss for all three matchups repeatedly over the next year. Oh well, at least we've now created "trade-offs"!

My main consolation is that I veerrrrry much doubt this will go to live; and maybe after seeing how it (doesn't) play out in practice, the people I've been arguing with since 2010 will finally give up on the idea.

The 8-worker start is another fan-driven complaint, but I'm pretty whatever about it. I have my doubts it will go through, but the game obviously works either way. Everything else is pretty tame.

I guess we should be preparing for some kind of influx of new players when Blizzard announces the new Starcraft shooter this year; but it would be nice for them to arrive to a game that's not really broken. Here's to hoping!
Dies Irae venit. youtube.com/SnobbinsFilms
baldgye
Profile Joined April 2011
United Kingdom1110 Posts
May 28 2026 23:08 GMT
#23
On May 29 2026 07:48 Captain Peabody wrote:
I have been fighting this terrible fanwank "design" change to Gateway/Warp Gate literally since 2010. I never thought I'd see the day.

I really don't think people are prepared for how annoying Protoss macro is about to get. Nor do I think the Balance Council or whoever is prepared to rebalance literally every Gateway unit for Protoss for all three matchups repeatedly over the next year. Oh well, at least we've now created "trade-offs"!

My main consolation is that I veerrrrry much doubt this will go to live; and maybe after seeing how it (doesn't) play out in practice, the people I've been arguing with since 2010 will finally give up on the idea.

The 8-worker start is another fan-driven complaint, but I'm pretty whatever about it. I have my doubts it will go through, but the game obviously works either way. Everything else is pretty tame.

I guess we should be preparing for some kind of influx of new players when Blizzard announces the new Starcraft shooter this year; but it would be nice for them to arrive to a game that's not really broken. Here's to hoping!



I’m really curious to see how pros get around the gate changes, at the moment it just seems like a crazy nerf to Protoss?
Like you now lose unit production from a gateway in the early game… unless you just heavily delay wg?
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-05-28 23:54:36
May 28 2026 23:54 GMT
#24
Whichever pro or commentator pushed these changes and got blizz to actually try it, THANK YOU.

That being said, I hope if these changes do go through, they will poll the players or some type of feedback loop to ensure that if players don't like it, they will revert. The game has been with these workers for 10 years now. It will feel like a different game with these changes and that's is sad but also exciting.
Remember that we all come from a place of passion!!
sidasf
Profile Joined February 2023
107 Posts
May 29 2026 00:02 GMT
#25
Warpgate changes seem to be superfluous busy work and they don't make the game enjoyable for anybody playing the race. Worker start change seems to be more popular with people who don't play than those who do. I think given how little support SC2 has and that we have to wait nearly a year between patches this will end up disastrous for the game and it's playerbase after the dust settles. I hope I'm wrong.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
May 29 2026 00:19 GMT
#26
On May 29 2026 08:08 baldgye wrote:
Show nested quote +
On May 29 2026 07:48 Captain Peabody wrote:
I have been fighting this terrible fanwank "design" change to Gateway/Warp Gate literally since 2010. I never thought I'd see the day.

I really don't think people are prepared for how annoying Protoss macro is about to get. Nor do I think the Balance Council or whoever is prepared to rebalance literally every Gateway unit for Protoss for all three matchups repeatedly over the next year. Oh well, at least we've now created "trade-offs"!

My main consolation is that I veerrrrry much doubt this will go to live; and maybe after seeing how it (doesn't) play out in practice, the people I've been arguing with since 2010 will finally give up on the idea.

The 8-worker start is another fan-driven complaint, but I'm pretty whatever about it. I have my doubts it will go through, but the game obviously works either way. Everything else is pretty tame.

I guess we should be preparing for some kind of influx of new players when Blizzard announces the new Starcraft shooter this year; but it would be nice for them to arrive to a game that's not really broken. Here's to hoping!



I’m really curious to see how pros get around the gate changes, at the moment it just seems like a crazy nerf to Protoss?
Like you now lose unit production from a gateway in the early game… unless you just heavily delay wg?

Yes I was radically underrating it when I said you would have to rebalance every Gateway unit. You would also have to completely rebalance all Protoss offense, all Protoss harassment, all Protoss reinforcement, AND all Protoss defense. Oh yeah, and basically just all Protoss macro generally. And yeah, also all of Protoss early-game, mid-game, AND late-game. Am I forgetting something?

I'm not saying you couldn't do it given a few years and lots of iteration, but fundamentally there is not and never has been anything broken about the Warp Gate mechanic and it's a fun and interactive mechanic with a lot of flavor that is core to SC2 Protoss identity and every single SC2 Protoss playstyle so I am not in favor!
Dies Irae venit. youtube.com/SnobbinsFilms
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
May 29 2026 00:25 GMT
#27
Wow that warpgate change is massive right? I remember people actually wanting that specific change(Untransformed warpgates being faster so there's a reason to not change them) like, during beta
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-05-29 00:34:36
May 29 2026 00:34 GMT
#28
Not sure how people are saying this is a nerf to protoss. How? Don't gateways produce faster now. Just gotta be on your macro like a terran or a sc1 toss.
Remember that we all come from a place of passion!!
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
May 29 2026 00:48 GMT
#29
On May 29 2026 09:34 CicadaSC wrote:
Not sure how people are saying this is a nerf to protoss. How? Don't gateways produce faster now. Just gotta be on your macro like a terran or a sc1 toss.

Protoss defense is balanced around being able to reactively Warp In units at home and to far-flung expansions. Protoss offense is balanced around being able to rapidly and reactively reinforce. Protoss harassment is balanced around...

You see what I did there?

The strength of the Warp Gate mechanic, and hence its relevance for balance, is not in the speed of production, but in the ability to produce 1) reactively, and 2) at a distance from production structures.

Yes, of course it is theoretically possible to create a game state where Protoss does not have those abilities but is roughly the same strength or perhaps even stronger, but to do that it is necessary not merely to let Protoss build faster, but to rebalance every part of the game where those strengths are relevant to make up for their absence.
Dies Irae venit. youtube.com/SnobbinsFilms
Fleetfeet
Profile Blog Joined May 2014
Canada2808 Posts
May 29 2026 01:00 GMT
#30
On May 29 2026 09:48 Captain Peabody wrote:
Show nested quote +
On May 29 2026 09:34 CicadaSC wrote:
Not sure how people are saying this is a nerf to protoss. How? Don't gateways produce faster now. Just gotta be on your macro like a terran or a sc1 toss.

Protoss defense is balanced around being able to reactively Warp In units at home and to far-flung expansions. Protoss offense is balanced around being able to rapidly and reactively reinforce. Protoss harassment is balanced around...

You see what I did there?

The strength of the Warp Gate mechanic, and hence its relevance for balance, is not in the speed of production, but in the ability to produce 1) reactively, and 2) at a distance from production structures.

Yes, of course it is theoretically possible to create a game state where Protoss does not have those abilities but is roughly the same strength or perhaps even stronger, but to do that it is necessary not merely to let Protoss build faster, but to rebalance every part of the game where those strengths are relevant to make up for their absence.


I did understand the core of the "remove warp gate mechanic" argument being that warp-in narrows the design space and potential of gateway units, causing issues in P race design because gateway units kind of -have to- suck by design.

It seems insane to lean away from warp-in but not also rebalance the units? Time will tell, I guess.
tigera6
Profile Joined March 2021
3513 Posts
May 29 2026 01:01 GMT
#31
Warpgate is still in the game, not removed, so what are people crying about? Now the individual Warpgate upgrade is pretty stupid, so they should move it back to the Cybernetic Core, each Gateway has the option to transform to Warpgate after it is research.
And I do feel this change to make Terran turtle even harder than before to get a huge Ghost count for Snipe, moving out on the map just not worth it anymore in TvZ with the buff on the Shroud.
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
May 29 2026 01:03 GMT
#32
On May 29 2026 09:34 CicadaSC wrote:
Not sure how people are saying this is a nerf to protoss. How? Don't gateways produce faster now. Just gotta be on your macro like a terran or a sc1 toss.



Warpgates *do* cost 50/50 more for each one now, but also units warp in faster when abroad too.

I don't know if it comes out to a nerf or a buff, but it's absolutely going to change things. You could just keep a few warpgates around for when you need to quickly reinforce/defend, or turn them back to Gateways for production and Warps for reinforcing.(Once you pay, you don't have to pay again for that building if you go back and forth)
Creager
Profile Joined February 2011
Germany1961 Posts
May 29 2026 01:29 GMT
#33
8 worker start? Fuck yeah!
... einmal mit Profis spielen!
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 29 2026 01:33 GMT
#34
Wow, this is about 17 times as ambitious a potential patch as I thought we’d ever see again

Good? Well I’m not sure, but it’s fucking bold, and I like some ideas I’m just not sure how they all work.

The gateway production boost, very interesting. I’ve long advocated for something like it as a tradeoff. Make more stuff versus the mobility advantage of warping in. Not that my theorycrafting is worth anything but I’ve felt basically since SC2 launched that gateways should > warpgates in production potential, and warpgates should compensate with ease of deployment.

Change of starting workers is fucking gigantic, and we’ve never seen it before in the base game. I’m interested to see how that works. I think many are sick of the current worker start effectively leading to no rush 3 base games, but 6 worker starts are maybe a little slow so it feels they’ve tried to settle on something in the middle.

We of course need to see how the PTR phase goes.

I’m a bit biased because I haven’t played in ages and a reset is going to naturally advantage me relative to others, but I think this is an exciting as fuck patch. Even if the patch itself is bad, its radical stuff, and Blizz still having people in the building who are willing to be radical is itself a good thing in my book.

If certain ideas turn out to be a complete disaster in PTR testing, don’t do those
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
redloser
Profile Joined May 2011
Korea (South)1751 Posts
May 29 2026 01:40 GMT
#35
Why 8 workers not 6?

The warp gate change is not bad imo, but just plain weird.

There were complaints about warp gates since the beginning of wotl, but why now?
jettMzf
Profile Joined April 2026
Brazil4 Posts
May 29 2026 01:48 GMT
#36
Damn that's huge. I'm super excited for it, that will shake the game up a bit =]
u realize most of that army was halluc
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2026-05-29 02:57:30
May 29 2026 02:34 GMT
#37
Holy SHIT i did NOT expect such amazing changes

Worker start to 8 or 9
This is PERFECT. Speeds up the very early game a little without overly favoring economy over tech/production. Less economy explosion, less zerg snowballing out of control, less protoss swarming with gateway units and blink stalkers before mech can secure a 3rd base.

TONS of opening builds will be brought back. When we had 6 worker start we had so many different gas timings. For example with Terran, you could do 12 rax 13 gas, or 12 rax 13 gas, or 12 rax 15 gas, etc. And you had to decide whether to make 1 2 or 3 marines before making a reactor, or whether to make 1 2 3 reapers before making a reactor in order to defend various Protoss openers (Zealot? Zealot + Stalker? 2 Stalkers? Etc.). You had to decide whether to bunker at your natural or hold your main ramp. Whether to CC low ground or in your base. You could even skip walling at your ramp and just making your depots and rax near your mineral line. SO many decisions brought back with 8 worker start.

MECH will be back into a much more comfortable spot. Without economy exploding, Mech builds have time to get their factory production and tech up so they can get a 3rd base before the opponent starts warming with gateway pushes or blink stalkers. This also means MORE map variety, the 3rd base doesn't necessarily need to be so close and easy to defend.

As Terran for example it will probably bring back 1/1/1 openers. WM drops, Hellion drops, Cloak Banshee, etc. into Expand. Which all helped give Mech more openers.

3-4 PLAYER MAPS CAN COME BACK!!!
This one is HUGE!!! Being able to take other base's main and naturals, along with their ramps/chokes, means MORE SPREAD OUT GAMEPLAY and skirmishes around the map. You can choose to spread out your production to reinforce certain corners of the map easier or have different paths of reinforcement so your opponent can't cut your reinforcement line so easily. Instead of armies just moving from 1 side to the other side of the map, the battlefield is more chaotic.
You can choose to take a main/natural base in a different corner as your 4th/5th, if the opponent comes up the ramp you can defend it more cost efficiently than the attack, and if they get around it with drops and such you can also prepare counter measures for that too, leading to more back and forth gameplay and the "putting out fires across the map" feel that BW has and LotV aimed for.

Also base trades are less 1 dimensional and less game ending! Remember games on Tal'Darim Altar for example? Since your bases and production can be spread across 2 corners of the map, if a base trade starts to occur the game doesn't immediately spiral out of control and end 99% of the time. Both players can destroy 1 corner and they can stabilize with their remaining corner.

As a player, it really feels like most games on ladder it's the most important to just focus on expanding, getting rich, upgrading like every research and getting every production/tech you need, and racing to a max'd out 200/200 army with all your tech AND a bank before you commit to a big attack so you can reinforce without immediately losing the game if you lose the battle. And this is REALLY, REALLY boring! A lot of pro games feel like this too!
Expanding to tons of bases + getting all your tech AND building a bank should only happen very occasionally if games go to the very late-game or endgame. It should occur in say 10-20% of games, not 50-75%.
You should be able to make meaningful decisions on what tech and production to make, and the focus of the gameplay should be on interacting with your opponent like harassing, map control, attacking/defending.

I remember before SC2 came out, it was so thrilling as a noob getting into BW by looking up a build that opened with some harass like lurker drop, 2 base muta, etc. NOT trying to rush to 4-5 hatches for example.
And the worker change will bring these back.

Regarding Warpgates and Gateways having more of a role in early/mid game, I think that's cool!
But I'm not sure about making it so that Gateway production is faster than WG production. Being able to warp in say 10 units to defend a base is quite necessary for Protoss isn't it? And it's just very fun to use WG too.
I think they can allow delaying upgrading to WG to be a thing in the early to early-mid game, opting not to spend 50 minerals upgrading to WG, and instead rely on Gateway production and good army positioning to defend bases.
And perhaps good players instead of having 12 warp gates mid-late game will have half and half to save 300 minerals.
(Then in late game when money is not a problem, upgrade them all to warp gates).

BUT Warpgate should just have the same production time as Gateway. You can keep the warp in time at 3.6 second or even 4 seconds, 3 seconds is too fast. Make it so the 50 to upgrade to WG is purely just to be able to warp in far.
Those who want WG to be able to warp in around the map, or to do aggressive warpgate pushes again, can do so too without a Warp Prism. A 4 gate push costs 200 more minerals as if building a WP.

Regarding ghost changes:
Uh, these are really whack lol. Why are they buffing the auto attack and range to 7? Is it because increasing the supply to 3 (and rebalancing the snipe to 75 energy) is too much a nerf so they want to increase its power, while keeping them Light 100 HP units so you can still soft counter them with banelings, colossus, adepts, phoenix, etc.?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
arwinter
Profile Joined April 2021
2 Posts
May 29 2026 03:38 GMT
#38
I wouldn't have hated the WG changes but they should compensate it with either nerfing/changing macro mechanics of the other races too (especially inject) or making gateway units significantly stronger.

Protoss already struggled holding some of the allins like roach queen walks or even low drone count hydra allins and scv pulls, these will likely become very problematic now with the units having to walk into battle from the gateways from the main base.

Also, I like the 8 worker change I do believe it will make some cheeses more commited which I really like, you shouldn't be able to easily macro out of a failed pool first or cannon rush.

However the problem with the 8 worker change is that the players will need to completely relearn the game and I don't believe many casual players will want to do that and will get put off by the idea.

In BW once you learn something about the game it will be handy forever and I like that.
Day9's Starcraft 1 Youtube series is still to this day is relevant, while any SC2 guides from a month ago will be irrelevant.
ETisME
Profile Blog Joined April 2011
12858 Posts
Last Edited: 2026-05-29 07:40:43
May 29 2026 07:39 GMT
#39
Just played a few games on the PTR, sure I am rusty but wow I got no idea how protoss works now.
Why not make unwrap gate spawn units faster as well, that would make it more consistent and easier to manage.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-05-29 09:12:13
May 29 2026 08:57 GMT
#40
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.
WSH32
Profile Joined May 2026
11 Posts
May 29 2026 09:04 GMT
#41
On May 29 2026 11:34 Yoshi Kirishima wrote:
Holy SHIT i did NOT expect such amazing changes

Worker start to 8 or 9
This is PERFECT. Speeds up the very early game a little without overly favoring economy over tech/production. Less economy explosion, less zerg snowballing out of control, less protoss swarming with gateway units and blink stalkers before mech can secure a 3rd base.

TONS of opening builds will be brought back. When we had 6 worker start we had so many different gas timings. For example with Terran, you could do 12 rax 13 gas, or 12 rax 13 gas, or 12 rax 15 gas, etc. And you had to decide whether to make 1 2 or 3 marines before making a reactor, or whether to make 1 2 3 reapers before making a reactor in order to defend various Protoss openers (Zealot? Zealot + Stalker? 2 Stalkers? Etc.). You had to decide whether to bunker at your natural or hold your main ramp. Whether to CC low ground or in your base. You could even skip walling at your ramp and just making your depots and rax near your mineral line. SO many decisions brought back with 8 worker start.

MECH will be back into a much more comfortable spot. Without economy exploding, Mech builds have time to get their factory production and tech up so they can get a 3rd base before the opponent starts warming with gateway pushes or blink stalkers. This also means MORE map variety, the 3rd base doesn't necessarily need to be so close and easy to defend.

As Terran for example it will probably bring back 1/1/1 openers. WM drops, Hellion drops, Cloak Banshee, etc. into Expand. Which all helped give Mech more openers.

3-4 PLAYER MAPS CAN COME BACK!!!
This one is HUGE!!! Being able to take other base's main and naturals, along with their ramps/chokes, means MORE SPREAD OUT GAMEPLAY and skirmishes around the map. You can choose to spread out your production to reinforce certain corners of the map easier or have different paths of reinforcement so your opponent can't cut your reinforcement line so easily. Instead of armies just moving from 1 side to the other side of the map, the battlefield is more chaotic.
You can choose to take a main/natural base in a different corner as your 4th/5th, if the opponent comes up the ramp you can defend it more cost efficiently than the attack, and if they get around it with drops and such you can also prepare counter measures for that too, leading to more back and forth gameplay and the "putting out fires across the map" feel that BW has and LotV aimed for.

Also base trades are less 1 dimensional and less game ending! Remember games on Tal'Darim Altar for example? Since your bases and production can be spread across 2 corners of the map, if a base trade starts to occur the game doesn't immediately spiral out of control and end 99% of the time. Both players can destroy 1 corner and they can stabilize with their remaining corner.

As a player, it really feels like most games on ladder it's the most important to just focus on expanding, getting rich, upgrading like every research and getting every production/tech you need, and racing to a max'd out 200/200 army with all your tech AND a bank before you commit to a big attack so you can reinforce without immediately losing the game if you lose the battle. And this is REALLY, REALLY boring! A lot of pro games feel like this too!
Expanding to tons of bases + getting all your tech AND building a bank should only happen very occasionally if games go to the very late-game or endgame. It should occur in say 10-20% of games, not 50-75%.
You should be able to make meaningful decisions on what tech and production to make, and the focus of the gameplay should be on interacting with your opponent like harassing, map control, attacking/defending.

I remember before SC2 came out, it was so thrilling as a noob getting into BW by looking up a build that opened with some harass like lurker drop, 2 base muta, etc. NOT trying to rush to 4-5 hatches for example.
And the worker change will bring these back.

Regarding Warpgates and Gateways having more of a role in early/mid game, I think that's cool!
But I'm not sure about making it so that Gateway production is faster than WG production. Being able to warp in say 10 units to defend a base is quite necessary for Protoss isn't it? And it's just very fun to use WG too.
I think they can allow delaying upgrading to WG to be a thing in the early to early-mid game, opting not to spend 50 minerals upgrading to WG, and instead rely on Gateway production and good army positioning to defend bases.
And perhaps good players instead of having 12 warp gates mid-late game will have half and half to save 300 minerals.
(Then in late game when money is not a problem, upgrade them all to warp gates).

BUT Warpgate should just have the same production time as Gateway. You can keep the warp in time at 3.6 second or even 4 seconds, 3 seconds is too fast. Make it so the 50 to upgrade to WG is purely just to be able to warp in far.
Those who want WG to be able to warp in around the map, or to do aggressive warpgate pushes again, can do so too without a Warp Prism. A 4 gate push costs 200 more minerals as if building a WP.

Regarding ghost changes:
Uh, these are really whack lol. Why are they buffing the auto attack and range to 7? Is it because increasing the supply to 3 (and rebalancing the snipe to 75 energy) is too much a nerf so they want to increase its power, while keeping them Light 100 HP units so you can still soft counter them with banelings, colossus, adepts, phoenix, etc.?



Yea, I wish the mech could have been returned, but ghost cannot be nerfed at all, Terran really relies on libs tank and ghost in late game, and they have already buffed zerg for many times, hydra charge, infestor shroud, and terran always been nerfed? The balance team does not care about the balance, they just want zerg to be unbeatable.
Charoisaur
Profile Joined August 2014
Germany16086 Posts
May 29 2026 09:18 GMT
#42
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.
Many of the coolest moments in sc2 happen due to worker harassment
WSH32
Profile Joined May 2026
11 Posts
May 29 2026 09:55 GMT
#43
On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


Can't agree more with your point bro, the only thing that this shithead community balance team has done is getting fucking Zerg more powerful repeatedly thru anything they can get. Infestor shroud, hydra charge, for those things that is actually damaging this game, the fucking balance team never cared. Mass changelings, very OP vipers, and they still keep nerf Liberator and ghost, now they turn it back and nerf Terran again, but Protoss seems getting hurt more this time. I think the game should be called ZergCraft. Blizzard should never grant anyone else to access the code and modify the game.
darklycid
Profile Joined May 2014
3560 Posts
May 29 2026 10:12 GMT
#44
On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.

I dont think toss will be Just Terran 2.0, warpgates still have a function but there is some cost and tradeoff associated with it now. Might Open Up the door for some Gateway unit Changes, Like idk faster blink again or a cyber core Upgrade for adepts or stalkers.
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-05-29 10:21:22
May 29 2026 10:20 GMT
#45
It's not terran 2.0... it's broodwar macro toss... Tbh, that's the way it was and I still think it can feel like a unique race. It doesn't play at all like terran in either game. Less so SC2 imo! And late game you can even do warpgates too... Honestly, I think this makes protoss stand out even more with its diversity of macro mechanics.
Remember that we all come from a place of passion!!
Luolis
Profile Blog Joined May 2012
Finland7190 Posts
May 29 2026 11:40 GMT
#46
Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 29 2026 11:45 GMT
#47
On May 29 2026 18:55 WSH32 wrote:
Show nested quote +
On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


Can't agree more with your point bro, the only thing that this shithead community balance team has done is getting fucking Zerg more powerful repeatedly thru anything they can get. Infestor shroud, hydra charge, for those things that is actually damaging this game, the fucking balance team never cared. Mass changelings, very OP vipers, and they still keep nerf Liberator and ghost, now they turn it back and nerf Terran again, but Protoss seems getting hurt more this time. I think the game should be called ZergCraft. Blizzard should never grant anyone else to access the code and modify the game.

The idea that it’s Zergcraft when at the pro and GM level Zergs are underrepresented is uttely preposterous
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
derkopf
Profile Joined July 2004
Germany89 Posts
Last Edited: 2026-05-30 17:40:59
May 29 2026 12:03 GMT
#48
is it just me or is the shroud buff not live?
Edit: it’s all fine my fault
TeamMamba
Profile Joined June 2025
277 Posts
May 29 2026 14:22 GMT
#49
Another patch that toss gets screwed over again.

If they want to remove wrap gate mechanics at least try to buff the gateway units, but nah
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
Last Edited: 2026-05-29 14:28:27
May 29 2026 14:27 GMT
#50
fan of it all except for casters having attacks, bad change

similarly i think the macro economy of zerg and terran could use a zesty change, like making queens less 1 note and all purpose. maybe injections can scale with lair/hive tech in some way

and for people saying that gateway units need buffs, fine, those changes will come if the game looks better. this is actually an opportunity to fix the poisoned pill warpgate was for protoss on a balance level.
The Bomber boy
Mizenhauer
Profile Blog Joined February 2015
United States1955 Posts
May 29 2026 14:41 GMT
#51
On May 29 2026 20:40 Luolis wrote:
Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah


was waiting for this
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
RavenAx
Profile Joined May 2026
2 Posts
May 29 2026 14:54 GMT
#52
So Workers number reduced to 8 from 12 is more favouring cheese gameplay or macro ?
Imo it will slow the economy so taking an expansion super quick will be riskier, because it will be a bigger investment.

I like Warpgates. You spend your money and you instantly get your unit where you want, it's a hudge advantage. And an original gameplay.
Whereas as terran, you need to spend the money, wait it to be built, and then wait it to be at the position you rallied it.

Now letting your gateway not transformed allows you to build faster, but not for the first unit. It also allows you to queue production.

But if we don't want this change, Warpgates now cost 50/50 more ressources per gate ? This is a hudge nerf. Drops and offensive wrap are also nerfed.

It will slow down protoss early offensives. The old 4 gates one base will now cost 150/150 more.

Also increasing ressources in bases will favor turtle gameplay a little bit. Terran late game is based on defensive play with offensive pushes when possible. So it might favor terran a little on this point. They will run out of ressources a little latter.
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
Last Edited: 2026-05-29 15:24:37
May 29 2026 14:58 GMT
#53
On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


Have you tried it on the PTR yet? The change actually feels A LOT better than it looks in the patch notes because what everyone is forgetting is that Warp Ins are now down to 3 seconds. This is a huge buff to Protoss macro in the mid and late game, but it's making early game aggression with Warp Gate more expensive.

The first thing I noticed when I played with it on the PTR is how fast warp ins are, that's MUCH more noticeable than the price of the Warp Gate upgrade.
aka: KTVindicare the Geeky Bartender
onPHYRE
Profile Joined October 2010
Bulgaria925 Posts
Last Edited: 2026-05-29 15:23:10
May 29 2026 15:20 GMT
#54
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game.

On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate.

The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling.

Livin' this life like it was written.
Zidane
Profile Blog Joined July 2008
United States1692 Posts
May 29 2026 15:24 GMT
#55
Huge nerf for protoss - from research on Gate to the 50/50 all aggression is out the window
arcane1129
Profile Joined January 2011
United States273 Posts
Last Edited: 2026-05-29 16:35:09
May 29 2026 15:58 GMT
#56
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.

Addressing the patch itself:
I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.
Luolis
Profile Blog Joined May 2012
Finland7190 Posts
May 29 2026 16:14 GMT
#57
On May 29 2026 23:41 Mizenhauer wrote:
Show nested quote +
On May 29 2026 20:40 Luolis wrote:
Not a fan of the gateway changes at all. Economy changes on the other hand? Hell yeah


was waiting for this

Like clockwork
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
seopthi
Profile Blog Joined December 2014
401 Posts
Last Edited: 2026-05-29 19:56:16
May 29 2026 16:26 GMT
#58
If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo

Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)

The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no?
Charoisaur
Profile Joined August 2014
Germany16086 Posts
May 29 2026 16:47 GMT
#59
On May 30 2026 00:20 onPHYRE wrote:
Show nested quote +
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game.

Show nested quote +
On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate.

The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling.


Yes I think in BW the races are less unique than in sc2 which is one of the reasons I prefersc2
Many of the coolest moments in sc2 happen due to worker harassment
TeamMamba
Profile Joined June 2025
277 Posts
May 29 2026 17:39 GMT
#60
On May 30 2026 01:47 Charoisaur wrote:
Show nested quote +
On May 30 2026 00:20 onPHYRE wrote:
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


This has to be one of the most biased posts I’ve seen in a long time. Talking about extra APM investment as a Terran is hilarious. This is something the other races have been dealing with for 16 years (drops, reapers, BCs - all require more micro from the opponent to counter). And your complaint is about changelings, a non-damaging unit that doesn’t fully come into play until the late mid-game or end-game.

On May 29 2026 18:18 Charoisaur wrote:
So with the warpgate change they are effectively removing Protoss from the game and replacing it with terran 2.0.
I thought the great thing about sc2 was the asymmetrical design, now they want 2 races to work the same way?
Wish blizzard would just lock the key away for making changes before those community balance jesters manage to destroy the game.


You mean SC:BW has two terrans? What are you even talking about. You know they didn’t remove warpgate, right? It just comes online a bit later and is much faster when it does to compensate.

The amount of people complaining about changes that they haven’t tested at all and may not make it to the actual game is baffling.


Yes I think in BW the races are less unique than in sc2 which is one of the reasons I prefersc2


Also BW everything just feels so “slow”. I tried watching recent ASL, just couldn’t get into it. Everything seems sluggish

One good thing about BW is that you can make lots of mistakes and not lose the game instantly unlike sc2.
seopthi
Profile Blog Joined December 2014
401 Posts
May 29 2026 18:07 GMT
#61
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful
Charoisaur
Profile Joined August 2014
Germany16086 Posts
Last Edited: 2026-05-29 19:09:57
May 29 2026 19:09 GMT
#62
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game
Many of the coolest moments in sc2 happen due to worker harassment
Response
Profile Blog Joined April 2004
United States1938 Posts
May 29 2026 19:24 GMT
#63
Very fun patch so far. Somethings definitely will be tweaked though. 8 workers is fun and its fun to learn all the new timings.
the REAL ReSpOnSe
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 29 2026 19:42 GMT
#64
On May 30 2026 04:09 Charoisaur wrote:
Show nested quote +
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

You had a lot more viable other options back then. 4 player maps were also somewhat viable too

I used to favour chronoing for some aggression and expanding behind it. You can’t really do the requisite damage anymore unless you’re really committing, so expanding off few units becomes very standard

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
May 29 2026 21:03 GMT
#65
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


Is the creativity so limited so noone can think of any other way to buff 1-base cheese/allins while maintaining 12 workers??
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 29 2026 21:28 GMT
#66
On May 30 2026 06:03 Hider wrote:
Show nested quote +
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


Is the creativity so limited so noone can think of any other way to buff 1-base cheese/allins while maintaining 12 workers??

There are limits to creativity, this is one. And I don’t think people are necessarily talking just about cheeses or all-ins here. Aggressive but economically focused builds are just outright bad with 12 worker starts. Some tech-centric aggression is also just outright bad too.

If we consider the ETA triangle (economy, tech, army) and tradeoffs I’d argue that LoTV’s existing economy really skews things to eco openers. It’s usually just better to go eco because you’ll also get the army and tech as you go

In previous iterations there was more of a trade between focusing on each area
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-05-29 22:33:59
May 29 2026 22:31 GMT
#67
On May 30 2026 00:58 arcane1129 wrote:
Show nested quote +
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.

Addressing the patch itself:
I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.




Why I Think the Ghost Should Not Be Over-Nerfed

My BattleTag is WSH#1951. I have played SC2 since WoL. I reached Master League six times in all seasons, three times after LotV released. Before 2020, my peak MMR was above 4400. I am still around 3800 MMR on NA today.

I do not play all-ins. I have always preferred macro-oriented Terran. So while I am not a pro player, but I believe I have enough long-term experience to give serious balance feedback.

My main point is simple: every matchup can reach the late game. If a matchup has problems in the early or mid game, then those stages should be adjusted directly. But weakening a race’s late game too much is dangerous, because once the game reaches that stage, the result can become almost predetermined.

In TvZ, late game is largely about spell trading and positional control. Vipers have extremely strong tools: fast energy recovery through Consume, Blinding Cloud, Abduct, and Parasitic Bomb. Abduct in particular is very fast and often decides trades before Terran can respond.

Ghosts are Terran’s main answer to this. Steady Targeting has high damage, but it is not a free spell. It still requires setup, vision, range, energy, and a 1.43-second channel. Against a good Zerg player with fast units, creep, Overseers, Changelings, and multiple angles, landing good Snipes is not easy.

That is why I think making Steady Targeting no longer cancel from damage is a reasonable change. It helps prevent situations where a Viper can instantly Abduct or disrupt a high-value Terran unit before the Ghost can realistically complete its counterplay.

However, I do not think Ghosts need extra attack range or higher basic attack damage. Ghosts should not become stronger as normal combat units. Their role should remain spell-based counterplay, not frontline DPS.

The real reason Terran makes so many Ghosts is that other late-game Terran tools have become too limited. Liberators, Siege Tanks, Thors, Ravens, and other mechanical units have all been nerfed in different ways over time. Meanwhile, Zerg has received meaningful late-game tools such as stronger Microbial Shroud utility, Hydralisk Lunge mobility, improved Infestor utility, and strong Viper interactions.

So if the goal is to reduce mass Ghost reliance, Terran needs other reliable late-game tools. Simply stacking nerfs on Ghosts does not solve the design problem. It just removes the unit Terran currently depends on.

My preferred solution:

1. Keep Steady Targeting non-interruptible.
2. Do not increase Ghost attack range or basic attack damage.
3. Ghost HP can return to 100 because Ghosts already gained the Light tag.
4. Keep Ghosts at 2 supply.
5. Keep Steady Targeting at 50 energy.


If Ghosts must be nerfed harder than that, then Terran needs compensation elsewhere: for example, Siege Tanks staying immune to Abduct, better Liberator range/vision, or meaningful Raven utility.

TvZ late game should be about fair spell trading, positioning, and efficient control from both sides. Terran should not be forced into a position where Vipers and Infestors dominate the late game while Ghosts become too supply-inefficient and energy-limited to answer them.
Nebuchad
Profile Blog Joined December 2012
Switzerland12504 Posts
May 29 2026 22:42 GMT
#68
On May 30 2026 06:03 Hider wrote:
Show nested quote +
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


Is the creativity so limited so noone can think of any other way to buff 1-base cheese/allins while maintaining 12 workers??


What limits 1-base allin is that they are simple. If something is simple and can be done in a viable way at pro level for a long time, then it's going to be too strong.
No will to live, no wish to die
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
May 29 2026 22:56 GMT
#69
On May 30 2026 04:09 Charoisaur wrote:
Show nested quote +
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.
The Bomber boy
sidasf
Profile Joined February 2023
107 Posts
Last Edited: 2026-05-29 23:25:22
May 29 2026 23:24 GMT
#70
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


What are you talking about? Maru recently defeated the best zerg player of all time with proxy 3 rax marine. Two base all ins and cheese are EXTREMELY powerful, it's way easier to get GM with those than playing macro. Macro games are not pretentious and there is no superficial glorification. Macro games involve the most strategy, decision making, map awareness, fighting multiprong, etc.

Has retired three years ago, his scrappy games were all in LOTV. You clearly do not play the game or really watch much, if you did you would realize there are tons of extremely cheesy innovative zergs like Lorimbo and slammer. Loss of diversity is because less people are playing the game, not because more workers.

To pretend the greater diversity in broodwar has anything to do with the worker change is disingenuous. BW and SC2 are fundamentally very different games, and changing the worker start in sc2 will not fix any of those problems. We'll get an extra minute or so of waiting and then everything will go back to being figured out and the largely same build orders as lambo points out in his video.




You had a lot more viable other options back then. 4 player maps were also somewhat viable too

I used to favour chronoing for some aggression and expanding behind it. You can’t really do the requisite damage anymore unless you’re really committing, so expanding off few units becomes very standard


That was during the 12 worker start....and we are literally getting 4 player maps in the next map pool.

Complete utter nonsense to claim macro is too powerful in LOTV. Cheese and all ins are way more prevalent and stronger on ladder (and pro scene doesn't exist anymore), and there are tons of cheeses that are viable. The worker change, as lambo said, doesn't increase any diversity really-we just get a small delay then arrive to the same figured build orders. There are better, fun changes to be made like energy overcharge, hydra dash-new abilities, new units, etc.


I also get the feeling not a single one of you advocating for this change have played PTR, or even touched the game in the past five years.
BronzeKnee
Profile Joined March 2011
United States5225 Posts
Last Edited: 2026-05-30 00:06:54
May 29 2026 23:36 GMT
#71
Nearly everything TheDwf said came true... https://tl.net/forum/starcraft-2/482697-razzia-of-the-blizzsters

He was always right: "Contracting time = less control = more “time-based” mistakes = increased randomness." But now we want to backtrack? I guess better late than ever, but time is the one thing we can't get back...

Legacy of the Void was no revolution for Starcraft II. And this patch, thankfully, is a big step in the right direction.

On May 30 2026 08:24 sidasf wrote:

Complete utter nonsense to claim macro is too powerful in LOTV. Cheese and all ins are way more prevalent and stronger on ladder (and pro scene doesn't exist anymore), and there are tons of cheeses that are viable.


There are blind cheeses that will always be "strong" like a cannon rush, two rax, and X pool (X = the starting number of workers). Those take no skill strategically to develop (there is micro skill to execute them of course) because they are blind, and they should only be used in when you believe someone will be extremely greedy in the early game or to throw someone off mentally in a series.

In WOL, you could scout, identify a weakness, and execute a unique 1 base timing that took skill to strategically develop, and could punish early greed. In LOTV, those basically do not exist. The 12 worker start gives a huge influx of economy that makes it much easier to expand and defend, and compresses the amount of time people spend in low economy situations, which also means less time to scout and react.

Expanding isn't a strategic choice anymore that takes skill to execute while you fend off the 1 base timings, it became a risk-free requirement. Greed became the order of the day, so we lost a huge part of the game strategically, which resulted in the game requiring less skill.

SC2 should be a real time strategy game, LOTV moved it to more of a real time requirements game with a lack of true strategic choice compared to the past.
TeamMamba
Profile Joined June 2025
277 Posts
May 30 2026 02:15 GMT
#72
On May 30 2026 07:31 WSH32 wrote:
Show nested quote +
On May 30 2026 00:58 arcane1129 wrote:
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.

Addressing the patch itself:
I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.




Why I Think the Ghost Should Not Be Over-Nerfed

My BattleTag is WSH#1951. I have played SC2 since WoL. I reached Master League six times in all seasons, three times after LotV released. Before 2020, my peak MMR was above 4400. I am still around 3800 MMR on NA today.

I do not play all-ins. I have always preferred macro-oriented Terran. So while I am not a pro player, but I believe I have enough long-term experience to give serious balance feedback.

My main point is simple: every matchup can reach the late game. If a matchup has problems in the early or mid game, then those stages should be adjusted directly. But weakening a race’s late game too much is dangerous, because once the game reaches that stage, the result can become almost predetermined.

In TvZ, late game is largely about spell trading and positional control. Vipers have extremely strong tools: fast energy recovery through Consume, Blinding Cloud, Abduct, and Parasitic Bomb. Abduct in particular is very fast and often decides trades before Terran can respond.

Ghosts are Terran’s main answer to this. Steady Targeting has high damage, but it is not a free spell. It still requires setup, vision, range, energy, and a 1.43-second channel. Against a good Zerg player with fast units, creep, Overseers, Changelings, and multiple angles, landing good Snipes is not easy.

That is why I think making Steady Targeting no longer cancel from damage is a reasonable change. It helps prevent situations where a Viper can instantly Abduct or disrupt a high-value Terran unit before the Ghost can realistically complete its counterplay.

However, I do not think Ghosts need extra attack range or higher basic attack damage. Ghosts should not become stronger as normal combat units. Their role should remain spell-based counterplay, not frontline DPS.

The real reason Terran makes so many Ghosts is that other late-game Terran tools have become too limited. Liberators, Siege Tanks, Thors, Ravens, and other mechanical units have all been nerfed in different ways over time. Meanwhile, Zerg has received meaningful late-game tools such as stronger Microbial Shroud utility, Hydralisk Lunge mobility, improved Infestor utility, and strong Viper interactions.

So if the goal is to reduce mass Ghost reliance, Terran needs other reliable late-game tools. Simply stacking nerfs on Ghosts does not solve the design problem. It just removes the unit Terran currently depends on.

My preferred solution:

1. Keep Steady Targeting non-interruptible.
2. Do not increase Ghost attack range or basic attack damage.
3. Ghost HP can return to 100 because Ghosts already gained the Light tag.
4. Keep Ghosts at 2 supply.
5. Keep Steady Targeting at 50 energy.


If Ghosts must be nerfed harder than that, then Terran needs compensation elsewhere: for example, Siege Tanks staying immune to Abduct, better Liberator range/vision, or meaningful Raven utility.

TvZ late game should be about fair spell trading, positioning, and efficient control from both sides. Terran should not be forced into a position where Vipers and Infestors dominate the late game while Ghosts become too supply-inefficient and energy-limited to answer them.


This may be true for lower levels

But at the pro level, ghost literally owns everything Zerg throws at them

There is a reason why Zerg and toss refuse / hate playing late game against Terran. Once Terran gets mass libs / ghost. The game is literally unwinnable


sc2turtlepants
Profile Joined December 2023
60 Posts
May 30 2026 03:55 GMT
#73
Well boys I thought this day would never come. I've been saying (on forums) since 2018 that Gateways should be reworked to make them a viable choice vs Warpgates, with the basic premise being faster build time should trade off against warp ins. And that the auto transform patch was stupid hand-holding bullshit, but that's beside the point.

All these years waving a flag for a lost cause. Well, now we get to put it to the test and find out whether I'm completely full of shit! So here I am re-declaring these claims I've been making, so that if this turns out to be an absolute dumpster fire of a change, I give everyone full permission to mock me for this take for as long as this glorious site and these glorious games exist.
omop
Profile Joined April 2017
46 Posts
Last Edited: 2026-05-30 05:49:09
May 30 2026 05:48 GMT
#74
Thoughts after a few games and a bit of sleep

It is fun to play with 8 worker start and the start of the game doesnt feel too slow, big difference to 6 worker start. (Why we went from 6->12 in the first place?)

Very worried about protoss. Why warpgate upg moved to gateway? Makes the unit production even slower at the start of the game. Suggestion: move back to cc and rename it. Removing early game warps also makes most(or all?) of protoss aggression builds like blink stalkers totally useless. Also defending is much harder. I think that the unit build times should be even faster with the gateway upgrade or some other allround buff is very likely needed. Maybe make same of kind upg for robo? Warped colo etc would be cool

I Like the idea of the gateway change though.

Why zerg carapace upg cost is reduced? Totally unnecessary, it is better than melee or range upgs because affects all ground units. 8 worker start will great unpredicted changes to balance and I think changes like these should be avoided. Undo it or 125/125

Remove reaper granade indicator, it just makes aiming harder and is stupid for a granade that lame.

For more thoughts needs more testing/watching
Charoisaur
Profile Joined August 2014
Germany16086 Posts
May 30 2026 07:22 GMT
#75
On May 30 2026 07:56 Wintex wrote:
Show nested quote +
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.



This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything
Many of the coolest moments in sc2 happen due to worker harassment
SHODAN
Profile Joined November 2011
United Kingdom1162 Posts
May 30 2026 07:45 GMT
#76
On May 30 2026 16:22 Charoisaur wrote:
Show nested quote +
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

https://youtu.be/FDW8iHtGmvo?is=RqXMK0hjVC9VE1B_

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything


Soulkey has entered the chat
WSH32
Profile Joined May 2026
11 Posts
May 30 2026 08:45 GMT
#77
On May 30 2026 11:15 TeamMamba wrote:
Show nested quote +
On May 30 2026 07:31 WSH32 wrote:
On May 30 2026 00:58 arcane1129 wrote:
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.

Addressing the patch itself:
I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.




Why I Think the Ghost Should Not Be Over-Nerfed

My BattleTag is WSH#1951. I have played SC2 since WoL. I reached Master League six times in all seasons, three times after LotV released. Before 2020, my peak MMR was above 4400. I am still around 3800 MMR on NA today.

I do not play all-ins. I have always preferred macro-oriented Terran. So while I am not a pro player, but I believe I have enough long-term experience to give serious balance feedback.

My main point is simple: every matchup can reach the late game. If a matchup has problems in the early or mid game, then those stages should be adjusted directly. But weakening a race’s late game too much is dangerous, because once the game reaches that stage, the result can become almost predetermined.

In TvZ, late game is largely about spell trading and positional control. Vipers have extremely strong tools: fast energy recovery through Consume, Blinding Cloud, Abduct, and Parasitic Bomb. Abduct in particular is very fast and often decides trades before Terran can respond.

Ghosts are Terran’s main answer to this. Steady Targeting has high damage, but it is not a free spell. It still requires setup, vision, range, energy, and a 1.43-second channel. Against a good Zerg player with fast units, creep, Overseers, Changelings, and multiple angles, landing good Snipes is not easy.

That is why I think making Steady Targeting no longer cancel from damage is a reasonable change. It helps prevent situations where a Viper can instantly Abduct or disrupt a high-value Terran unit before the Ghost can realistically complete its counterplay.

However, I do not think Ghosts need extra attack range or higher basic attack damage. Ghosts should not become stronger as normal combat units. Their role should remain spell-based counterplay, not frontline DPS.

The real reason Terran makes so many Ghosts is that other late-game Terran tools have become too limited. Liberators, Siege Tanks, Thors, Ravens, and other mechanical units have all been nerfed in different ways over time. Meanwhile, Zerg has received meaningful late-game tools such as stronger Microbial Shroud utility, Hydralisk Lunge mobility, improved Infestor utility, and strong Viper interactions.

So if the goal is to reduce mass Ghost reliance, Terran needs other reliable late-game tools. Simply stacking nerfs on Ghosts does not solve the design problem. It just removes the unit Terran currently depends on.

My preferred solution:

1. Keep Steady Targeting non-interruptible.
2. Do not increase Ghost attack range or basic attack damage.
3. Ghost HP can return to 100 because Ghosts already gained the Light tag.
4. Keep Ghosts at 2 supply.
5. Keep Steady Targeting at 50 energy.


If Ghosts must be nerfed harder than that, then Terran needs compensation elsewhere: for example, Siege Tanks staying immune to Abduct, better Liberator range/vision, or meaningful Raven utility.

TvZ late game should be about fair spell trading, positioning, and efficient control from both sides. Terran should not be forced into a position where Vipers and Infestors dominate the late game while Ghosts become too supply-inefficient and energy-limited to answer them.


This may be true for lower levels

But at the pro level, ghost literally owns everything Zerg throws at them

There is a reason why Zerg and toss refuse / hate playing late game against Terran. Once Terran gets mass libs / ghost. The game is literally unwinnable





You are wrong, the scenario you just mentioned is at the low level. In fact, Viper plus infestor are massively produced and applied aganist lib/ghost combo in the late game of TVZ above 3600MMR. You are suffered to counterplay Terran if you do not have a good micro of controlling the spellcasters, but that is not the reason why Zery is always the patch winner, but Terran get nerfed in multiple times.
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 30 2026 08:47 GMT
#78
On May 30 2026 16:22 Charoisaur wrote:
Show nested quote +
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

https://youtu.be/FDW8iHtGmvo?is=RqXMK0hjVC9VE1B_

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

I like both you and Lambo, but you’re both wrong :p

Part of what made SoS such a great player was his ability to do wonky things off of levels of mind games and tech choices

LoTV just accelerated the game to be more eco focused, and less strategically diverse and more about raw mechanics.

Blizz basically abandoned 4 player maps in this expansion, that worked previously for this exact reason. One can’t actually do anything with scouting information if you pick the wrong starting location to scout with the faster eco. If it’s eco heavy, you can’t punish it, if they’re cheesing you, you’re already dead
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ArtyK
Profile Joined June 2011
France3144 Posts
May 30 2026 11:54 GMT
#79
But what if we gave queens the armored tag?
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Balnazza
Profile Joined January 2018
Germany1351 Posts
May 30 2026 12:05 GMT
#80
On May 30 2026 17:45 WSH32 wrote:
Show nested quote +
On May 30 2026 11:15 TeamMamba wrote:
On May 30 2026 07:31 WSH32 wrote:
On May 30 2026 00:58 arcane1129 wrote:
On May 29 2026 17:57 WSH32 wrote:
Title: 5.0.16 PTR Feedback: Mass Changelings Still Create an Unfair Attention Trade, and Ghost Nerfs Go Too Far

After reading the 5.0.16 PTR patch notes, I still believe two major late-game balance issues are not being properly addressed: mass Changeling abuse and the over-nerfing of Ghosts.

The new Changeling change is a step, but it does not solve the core issue. Making Changelings inherit Overseer orders and causing nearby Changelings to die together may reduce some extreme cases, but Zerg can still generate large numbers of Changelings with very little extra attention. The opponent, especially Terran or Protoss, must manually identify and clear them while also defending expansions, watching for Nydus, controlling the main army, and preparing for a decisive late-game fight.

This creates an unfair attention and APM trade. The Zerg player spends very little attention to create the problem, while the opponent must spend much more attention to clean it up. In late-game SC2, where one missed Nydus, one blocked army movement, or one distracted camera movement can decide the game, this mechanic becomes disproportionately powerful.

My proposed solution is simple: active Changelings should cost 1 supply, or there should be a strict active Changeling limit. I prefer the 1-supply solution because it does not nerf the Overseer’s intended roles: scouting, detection, and anti-invisibility. It only limits mass battlefield pollution and unfair attention trading.

The second issue is the Ghost. The 5.0.16 PTR change increases Ghost supply from 2 to 3, reduces HP from 125 to 100, and increases Steady Targeting energy cost from 50 to 75. A full-energy Ghost used to cast Steady Targeting four times. With 75 energy cost, it can only cast twice. That is a 50% reduction in immediate spell output.

This is especially problematic because late-game Terran depends heavily on Ghosts to survive against Vipers, Infestors, Ultralisks, Brood Lords, and other high-value Zerg units. Zerg spellcasters, especially Vipers, can also replenish energy much more efficiently through Consume, while Ghosts must wait for energy to regenerate over time. Increasing Steady Targeting to 75 energy makes Terran’s ability to answer repeated Viper pressure much weaker.

This problem becomes even more serious when we remember that Ghosts are not the only Terran late-game tool that has been repeatedly targeted. Siege Tanks and Liberators have also been limited across recent balance directions. The Liberator in particular has been repeatedly pressured in the areas that matter most to its late-game role: range, zone control, and vision. Siege Tanks are also now being opened again to Abduct interaction in the PTR. If Ghosts are heavily nerfed at the same time, Terran will lose multiple layers of its late-game defensive and positional structure at once.

Meanwhile, Zerg has received several mechanical improvements to its late-game tools. Microbial Shroud has become a much more relevant anti-air protection tool, Hydralisks received Lunge/Dash-style mobility, Infestors continue to gain more practical utility, and now Vipers are again being given stronger interaction against Siege Tanks. These are not just small numerical changes; many of them are mechanical improvements that expand what Zerg units can do.

Terran players are not asking for a major new mechanic or a large buff. The request is much more modest: do not keep stacking targeted numerical nerfs onto the few units Terran still relies on to fight late-game Zerg. Keeping Ghosts at 2 supply and keeping Steady Targeting at 50 energy is not an unreasonable demand. It is necessary for Terran to retain a fair late-game fighting chance.

I believe Ghosts should remain 2 supply, and Steady Targeting should remain 50 energy. If Ghosts remain Light units, the 125 HP change should also remain. The damage does not need to be increased; the old 130 + 40 vs Psionic profile is acceptable. The one good change is that Steady Targeting no longer being cancelled by damage should stay, because that interaction should have been fixed long ago.

In short, my proposed changes are:

1. Limit mass Changeling abuse by making active Changelings cost 1 supply, or by adding a strict active Changeling cap.
2. Keep Ghosts at 2 supply.
3. Keep Steady Targeting at 50 energy.
4. If Ghosts remain Light, keep them at 125 HP.

These changes would address real late-game interaction problems without removing Terran’s already fragile late-game control tools.

Possible replies to common counterarguments:

If someone says, “Changelings were already nerfed in this PTR,” my response is:

The PTR change reduces some Changeling clumping abuse, but it does not solve the fundamental issue. Zerg can still create the problem with very little attention, while the opponent must spend much more attention to clean it up during late-game multitasking. The issue is not only the Changeling itself; the issue is the unequal attention trade it creates.

For the Ghost nerf argument:


I am not arguing that Ghosts should be buffed. I am arguing that stacking 3 supply, 100 HP, Light tag, and 75-energy Steady Targeting at the same time is too much. Terran late game is not carried by Ghosts alone. It relies on a fragile combination of Ghosts, Liberators, Siege Tanks, Vikings, Planetaries, Sensor Towers, and careful positioning. Liberators and Siege Tanks have already been repeatedly pressured by previous and current balance directions. If Ghosts are also heavily nerfed, Terran no longer has a fair late-game answer to Vipers, Infestors, Brood Lords, Ultralisks, and repeated Zerg remaxes.

Zerg has received several mechanical improvements, from Microbial Shroud becoming more practical, to Hydralisks gaining Lunge/Dash mobility, to Infestors and Vipers gaining more late-game utility. In comparison, Terran players are simply asking that their core late-game control unit not be hit by several major numerical nerfs at the same time. That is a fair and reasonable request.


So you want to keep ghosts as-is except removing the cancellation of steady targeting upon taking damage? You say you're not arguing that ghosts should be buffed but that's a fairly large buff. Zerg's only counter to ghosts is hoping the terran doesn't control well against banes or to land a fungal (generally losing the infestor) and then committing a sizeable portion of their army into a defensive setup to kill a few ghosts. The shroud change doesn't help against anything that zerg struggles with in lategame TvZ and now you want to make it worse? The ghost is already over-centralized in the TvZ lategame - what counter would zerg even have left? Ghosts counter everything hard enough as it is now - every unit you named and more. According to aligulac TvZ has been terran favored every month except 1 (Nov 2024 which was still 48.9%) for nearly 3 years, and TvZ has been above 55% (peaking at 61.4%) for 10/16 individual months since January 2025. With the proposed changes, steady targeting would actually do more damage to non-psionic zerg units and have more standard damage + range but have fewer spell uses at a time, so I can see the logic. But it really comes down to the core issue of how over-centralizing ghosts are lategame TvZ and trying to focus just on ghost changes always keeps leading to the same issue of if they're broken or not good enough.

Addressing the patch itself:
I would have liked to see changes that increase the duration of fights, encourage fighting on multiple fronts, soften hard counters, reduce immediate game-ending consequences from common harassment (helps retain lower level players especially), and increase the variety of unit compositions at various stages of the game. I don't think this patch does much to help with those areas, and I'm not convinced that reducing starting workers will do much more than waste game-time.




Why I Think the Ghost Should Not Be Over-Nerfed

My BattleTag is WSH#1951. I have played SC2 since WoL. I reached Master League six times in all seasons, three times after LotV released. Before 2020, my peak MMR was above 4400. I am still around 3800 MMR on NA today.

I do not play all-ins. I have always preferred macro-oriented Terran. So while I am not a pro player, but I believe I have enough long-term experience to give serious balance feedback.

My main point is simple: every matchup can reach the late game. If a matchup has problems in the early or mid game, then those stages should be adjusted directly. But weakening a race’s late game too much is dangerous, because once the game reaches that stage, the result can become almost predetermined.

In TvZ, late game is largely about spell trading and positional control. Vipers have extremely strong tools: fast energy recovery through Consume, Blinding Cloud, Abduct, and Parasitic Bomb. Abduct in particular is very fast and often decides trades before Terran can respond.

Ghosts are Terran’s main answer to this. Steady Targeting has high damage, but it is not a free spell. It still requires setup, vision, range, energy, and a 1.43-second channel. Against a good Zerg player with fast units, creep, Overseers, Changelings, and multiple angles, landing good Snipes is not easy.

That is why I think making Steady Targeting no longer cancel from damage is a reasonable change. It helps prevent situations where a Viper can instantly Abduct or disrupt a high-value Terran unit before the Ghost can realistically complete its counterplay.

However, I do not think Ghosts need extra attack range or higher basic attack damage. Ghosts should not become stronger as normal combat units. Their role should remain spell-based counterplay, not frontline DPS.

The real reason Terran makes so many Ghosts is that other late-game Terran tools have become too limited. Liberators, Siege Tanks, Thors, Ravens, and other mechanical units have all been nerfed in different ways over time. Meanwhile, Zerg has received meaningful late-game tools such as stronger Microbial Shroud utility, Hydralisk Lunge mobility, improved Infestor utility, and strong Viper interactions.

So if the goal is to reduce mass Ghost reliance, Terran needs other reliable late-game tools. Simply stacking nerfs on Ghosts does not solve the design problem. It just removes the unit Terran currently depends on.

My preferred solution:

1. Keep Steady Targeting non-interruptible.
2. Do not increase Ghost attack range or basic attack damage.
3. Ghost HP can return to 100 because Ghosts already gained the Light tag.
4. Keep Ghosts at 2 supply.
5. Keep Steady Targeting at 50 energy.


If Ghosts must be nerfed harder than that, then Terran needs compensation elsewhere: for example, Siege Tanks staying immune to Abduct, better Liberator range/vision, or meaningful Raven utility.

TvZ late game should be about fair spell trading, positioning, and efficient control from both sides. Terran should not be forced into a position where Vipers and Infestors dominate the late game while Ghosts become too supply-inefficient and energy-limited to answer them.


This may be true for lower levels

But at the pro level, ghost literally owns everything Zerg throws at them

There is a reason why Zerg and toss refuse / hate playing late game against Terran. Once Terran gets mass libs / ghost. The game is literally unwinnable





You are wrong, the scenario you just mentioned is at the low level. In fact, Viper plus infestor are massively produced and applied aganist lib/ghost combo in the late game of TVZ above 3600MMR. You are suffered to counterplay Terran if you do not have a good micro of controlling the spellcasters, but that is not the reason why Zery is always the patch winner, but Terran get nerfed in multiple times.


Shocking news: Zergs produce units in the lategame instead of just giving up to the superior terran player...


This patch feels a bit like the big WC3 Reforged Patches we got that clearly were meant to shake up the game with some crazier ideas, like new items, new abilities, moving units around and what not.
Did those patches help WC3? In the long run, I would definetly say yes. But there were a lot of growing pains.
So while I personally are not too keen about the idea of changing so much, I can see the appeal for SC2. This is the first year basically since the release of the game we will not have any big Championship-level event, so this is definetly the time and the place to experiment a bit (can you imagine this kind of patch hitting the floor before EWC '25 for example?). But even then it will need to be monitered.

I'm wondering: How active is the PTR actually? I would assume that only a small portion of players are playing on it, in an already small-ish community. Or is RTS/SC2 different in that regard and 'everyone' jumps onto the PTR?
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
Creager
Profile Joined February 2011
Germany1961 Posts
Last Edited: 2026-05-30 12:37:39
May 30 2026 12:34 GMT
#81
+ Show Spoiler +
On May 30 2026 16:22 Charoisaur wrote:
Show nested quote +
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

https://youtu.be/FDW8iHtGmvo?is=RqXMK0hjVC9VE1B_

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything


Lambo saying that a 12 pool essentially is the equivalent of an 8 pool is ridiculously wrong and misrepresenting the economical commitment of fhe former vs the latter, which honestly I find to be shocking for a pro player.
... einmal mit Profis spielen!
Creager
Profile Joined February 2011
Germany1961 Posts
May 30 2026 12:35 GMT
#82
On May 30 2026 17:47 WombaT wrote:
Show nested quote +
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

https://youtu.be/FDW8iHtGmvo?is=RqXMK0hjVC9VE1B_

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

I like both you and Lambo, but you’re both wrong :p

Part of what made SoS such a great player was his ability to do wonky things off of levels of mind games and tech choices

LoTV just accelerated the game to be more eco focused, and less strategically diverse and more about raw mechanics.

Blizz basically abandoned 4 player maps in this expansion, that worked previously for this exact reason. One can’t actually do anything with scouting information if you pick the wrong starting location to scout with the faster eco. If it’s eco heavy, you can’t punish it, if they’re cheesing you, you’re already dead


Well said, pretty much hits the nail on the head.
... einmal mit Profis spielen!
zelevin
Profile Joined January 2012
United States325 Posts
May 30 2026 15:22 GMT
#83
now fix the need to have a separate installation for PTR, makes no sense.
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
Zzzapper
Profile Joined September 2011
1798 Posts
Last Edited: 2026-05-30 15:47:35
May 30 2026 15:41 GMT
#84
I'd argue that a lower worker start mostly makes 1 base all-ins more viable to the extent that they increase the opportunity cost of scouting, and even that doesn't matter much since players have certain preferences in game design and don't understand game theory well enough to see what they imply (and on top of that, the game is too complicated to truly solve the opening strategy).

People generally want cheese to be bad if scouted, that's one of the basic premises of RTS strategy. Suppose Race A has a "perfect" cheese in the sense that it wins every time it goes unscouted and loses every time the opponent scouts it. Let's say Race B only has macro strategies against A and can choose whether or not to scout, something that comes with a certain opportunity cost. Suppose this cost in a macro game is x percentage points; specifically that Race B wins (50-x/2)% of the macro games when they scout, and (50+x/2)/% of the time when they don't.

Try to stop and think for a moment about how large an opportunity cost, how large an x, you would allow. I'd definitely say 20% is out of the question: 40% vs. 60% for scouting vs. not scouting in a macro game seems like egregiously bad design to me. If that's too much, then what's the limit, is it 10%, 5%, or maybe just 1%?

You can easily calculate that the Nash equilibrium for the scenario; this is the strategy (or combination of strategies from Race A and B) where neither player can be exploited (i.e. lose win-rate) by the other one doing something different. It has Race A cheese x/(100+x)% of the time, so roughly x% if scouting is cheap.

This makes sense, right? The cheaper it is for B to scout, the more they'll do it and the less you'll want to cheese. As it turns out, that's not exactly the explanation; the equilibrium strategy is for Race B to scout half the time no matter the value of x (unless the opportunity cost is exactly 0 in which the game degenerates and you should obviously just scout every time). Essentially, the threat of B increasing their scout rate at a low cost should in principle be enough to make A stop cheesing, whereas A still wants to cheese at a certain (low) rate to keep B honest.

In practice, this kind if scenario would be hard to isolate from all the other things that are going on in an actual game of Starcraft but I'd argue that people also wouldn't analyze the strategy correctly. In this example, the game is perfectly balanced in theory; the optimal strategy gives both players a 50% win rate. In reality, if the opportunity cost were e.g. 2%, I imagine the common wisdom would dictate that Race B should just scout every game rather than only half the time: it's so cheap anyway, and the all-in is a strong threat. Then Race A would correctly conclude that they should just never use the cheese.

Thus, cheap scouting can push even a strong all-in strategy entirely out of the game at the cost of a slight imbalance: Race A now wins 51% of games; a real difference but probably not large enough to cause serious balance complaints or changes in itself. And even if the game were changed to even out this difference, that would in principle make Race B overpowered since they are actually handicapping themselves by scouting too often.

On the other hand, if the opportunity cost of scouting were huge, say 20%, Race B (and viewers) would probably feel bad about the state of the game. Maybe they would rarely scout because it's so expensive and the all-in would get nerfed for being "too strong" even though it's theoretically balanced. Even if everyone were following the optimal strategy so that the win-rate were balanced, I'm not sure people would be happy. After all, Race B is scouting at a huge cost half the time, while it only pays off 1 in 6 of those games (so 1 in 12 games overall). At the same time, they straight up lose 1 in 12 game to an unscouted all-in, and in total, 5/6 of the time, you have macro games which are hugely imbalanced in one direction or another from the beginning.

Of course, this modeled scenario is exaggerated and grossly simplified; for example, it doesn't take skill and execution into account, but I believe it's reasonable to say that aspects of early game strategy in SC2 behave roughly like this, both in terms of game theory and psychology. In my opinion, the best way to add viable and exciting all-ins to the early game is to have more skill involved in both scouting and denying information but this is somewhat at odds with with the design of the game. All this is not to argue for or against the 8 worker start, just to discuss what can actually be achieved in terms of early strategic variety.
baldgye
Profile Joined April 2011
United Kingdom1110 Posts
May 30 2026 18:11 GMT
#85
On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?


But what if we removed the queen?


Change all the races as much as Protoss got changed
SC-Shield
Profile Joined December 2018
Bulgaria874 Posts
May 30 2026 20:28 GMT
#86
Agreed, protoss changes are massive. Warp gate change is more of an issue than worker count.
Think13
Profile Joined February 2026
Canada3 Posts
Last Edited: 2026-05-30 20:52:59
May 30 2026 20:52 GMT
#87
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2026-05-30 21:27:14
May 30 2026 21:25 GMT
#88
On May 30 2026 06:28 WombaT wrote:
Show nested quote +
On May 30 2026 06:03 Hider wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


Is the creativity so limited so noone can think of any other way to buff 1-base cheese/allins while maintaining 12 workers??

There are limits to creativity, this is one. And I don’t think people are necessarily talking just about cheeses or all-ins here. Aggressive but economically focused builds are just outright bad with 12 worker starts. Some tech-centric aggression is also just outright bad too.

If we consider the ETA triangle (economy, tech, army) and tradeoffs I’d argue that LoTV’s existing economy really skews things to eco openers. It’s usually just better to go eco because you’ll also get the army and tech as you go

In previous iterations there was more of a trade between focusing on each area


What limits to creativity? You do not think it's possible to experiment with build-times/research times/otherstats? Do you have any evidence to suggest this? I suppose most like likely you haven't really thought this through and is limited in scope to only evaluating a single variable - which is exactly what i criticize. Lack of creativity.

There are so many variable that determine whether cheese/allin is strong. And one variable got changed - and IMO this is the fundamentally correct change - it is not fun to do effectively nothing in the early game. However, other variables must be changed to go along with it. Creativity comes into play when being able to identify these variables and thinking of other ways to accomplish the desired goals.
WSH32
Profile Joined May 2026
11 Posts
May 30 2026 21:30 GMT
#89
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.
BlackEyed
Profile Joined October 2024
37 Posts
May 30 2026 22:59 GMT
#90
On May 31 2026 06:30 WSH32 wrote:
Show nested quote +
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


Of course, you'd prefer Ghost to remain imbalanced, like any other Terran whiner. Why invent anything when you can build the same deathball out of Ghosts every game and not have to invent anything. What's on the horizon? Ultras - pew pew, Lurkers - pew pew, Broodlords - pew pew, Corruptors - pew pew, Vipers - EMP, Infestors - EMP. GG WP. 1k3 resource losses. It's been very interesting to watch TvZ in recent years (no).
Maybe Terrans should at least think a little about their troop composition in the new patch.
Balnazza
Profile Joined January 2018
Germany1351 Posts
Last Edited: 2026-05-31 00:35:12
May 31 2026 00:31 GMT
#91
On May 31 2026 06:30 WSH32 wrote:
Show nested quote +
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2026-05-31 02:07:20
May 31 2026 01:58 GMT
#92
Revising my first impression of the Gateway change:
You need to pay 50 minerals AND 50 gas for each gateway to be able to switch into warpgate? Holy shit that's a huge nerf
Guys, warping in at any pylon for 3 sec vs 3.6 sec is significant, but it's not as huge as needing to spend say 400 minerals 400 gas to have 8 warpgates on 3 bases where you had those warpgates for free in WoL/HotS.

The switching between Warpgate an Gateway is too clunky and weird too.
Just make it so that you decide whether to invest into upgrading some of your gateways into warpgates. That's already enough isn't it? Once they're warpgates, the only difference is you get to warp in from then on. Don't make it produce units slower or have to manage switching your gates and warpgates back and forth, that just seems so silly and unfun.
If you really want to make it a little cute, then sure maybe Gateways can produce units ~2 seconds faster. But don't NERF warpgate production, wtf? What are you giving in return?

And put the research back on the core.. this is like if we saw a PTR where they actually moved the immortal to the gateway. Please, just don't.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
xsteelframe
Profile Joined May 2026
1 Post
Last Edited: 2026-05-31 06:13:15
May 31 2026 06:12 GMT
#93
SC-Shield
Profile Joined December 2018
Bulgaria874 Posts
May 31 2026 06:57 GMT
#94
On May 31 2026 10:58 Yoshi Kirishima wrote:
Revising my first impression of the Gateway change:
You need to pay 50 minerals AND 50 gas for each gateway to be able to switch into warpgate? Holy shit that's a huge nerf
Guys, warping in at any pylon for 3 sec vs 3.6 sec is significant, but it's not as huge as needing to spend say 400 minerals 400 gas to have 8 warpgates on 3 bases where you had those warpgates for free in WoL/HotS.

The switching between Warpgate an Gateway is too clunky and weird too.
Just make it so that you decide whether to invest into upgrading some of your gateways into warpgates. That's already enough isn't it? Once they're warpgates, the only difference is you get to warp in from then on. Don't make it produce units slower or have to manage switching your gates and warpgates back and forth, that just seems so silly and unfun.
If you really want to make it a little cute, then sure maybe Gateways can produce units ~2 seconds faster. But don't NERF warpgate production, wtf? What are you giving in return?

And put the research back on the core.. this is like if we saw a PTR where they actually moved the immortal to the gateway. Please, just don't.


That's my exact issue with the patch. If changes go forward as-is, I don't think I'll play StarCraft 2 anymore or I'll at the very least consider switching to terran. I have played more than enough StarCraft 2 anyway, so no big deal either way.
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
Last Edited: 2026-05-31 10:11:52
May 31 2026 09:34 GMT
#95
On May 31 2026 10:58 Yoshi Kirishima wrote:

If you really want to make it a little cute, then sure maybe Gateways can produce units ~2 seconds faster. But don't NERF warpgate production, wtf? What are you giving in return?

And put the research back on the core.. this is like if we saw a PTR where they actually moved the immortal to the gateway. Please, just don't.


I mean, you are getting something in return? The gateway produces units at 18s instead of 27s once you get the research, which is quite a bit faster? It's not nothing haha

If you're going for a warpgate push, 4 gates are the gas of 4 stalkers, but it's a 1 time cost(and you can just swap back to faster prod after you're done warping), and you'd have the the minerals for 3 zealots.

I do think it should still be on the cybercore though, it feels really awkward on gateway
BlackEyed
Profile Joined October 2024
37 Posts
May 31 2026 10:24 GMT
#96
Hoping the developers are reading these suggestions, I’d like to bring up another change that I think would eliminate a huge amount of frustration from the game.

Make certain units briefly stunned when unloaded from transport units, similar to how it worked in Brood War. In this case, Disruptors unloaded from Warp Prisms and Widow Mines unloaded from Medivacs.

I don’t think anyone can seriously argue that Widow Mine drops aren’t overly effective, even when the Protoss player reacts in time. On top of that, a single mistake can instantly end the game.

In my opinion, it’s time to address this.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2026-05-31 10:51:00
May 31 2026 10:48 GMT
#97
Random gut reactions regarding the Warpgate changes:

1) Putting the research on the gateway basically means Protoss has one less unit in the early game (because your one gate is busy researching warpgate). That seems iffy to me build order wise, it's not like your initial gateway units are terribly strong anyway and one less stalker/adept/zealot encourages you to not even be on the map early on

2) If gateways are never worth using over warpgates then you're just outright removing ~300-500 gas from Protoss. As a rule of thumb, making 3-5 sentries and then losing them for nothing tends to not end up well.

3) How can gateways be worth using over warpgates when you have to rally your units across the map to make use of them anyway? Sure I may builds units faster, but if, say, I'm defending a 3rd and my units have to spend ~10s running from the main what did I gain exactly?

I like the idea of shaking things up, I just don't see what this does other than nerf Protoss which of course the community loves.

On May 31 2026 10:58 Yoshi Kirishima wrote:
this is like if we saw a PTR where they actually moved the immortal to the gateway. Please, just don't.


Counterpoint: please do so we can get the gang back together to write the New Great Book of Protoss Bullshit
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-05-31 11:39:40
May 31 2026 11:30 GMT
#98
On May 31 2026 09:31 Balnazza wrote:
Show nested quote +
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 31 2026 12:04 GMT
#99
On May 31 2026 06:25 Hider wrote:
Show nested quote +
On May 30 2026 06:28 WombaT wrote:
On May 30 2026 06:03 Hider wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful


Is the creativity so limited so noone can think of any other way to buff 1-base cheese/allins while maintaining 12 workers??

There are limits to creativity, this is one. And I don’t think people are necessarily talking just about cheeses or all-ins here. Aggressive but economically focused builds are just outright bad with 12 worker starts. Some tech-centric aggression is also just outright bad too.

If we consider the ETA triangle (economy, tech, army) and tradeoffs I’d argue that LoTV’s existing economy really skews things to eco openers. It’s usually just better to go eco because you’ll also get the army and tech as you go

In previous iterations there was more of a trade between focusing on each area


What limits to creativity? You do not think it's possible to experiment with build-times/research times/otherstats? Do you have any evidence to suggest this? I suppose most like likely you haven't really thought this through and is limited in scope to only evaluating a single variable - which is exactly what i criticize. Lack of creativity.

There are so many variable that determine whether cheese/allin is strong. And one variable got changed - and IMO this is the fundamentally correct change - it is not fun to do effectively nothing in the early game. However, other variables must be changed to go along with it. Creativity comes into play when being able to identify these variables and thinking of other ways to accomplish the desired goals.

Just how Legacy plays, especially now it’s more figured out

I think there’s plenty of scope for creative solutions to various things, but there’s a few fundamental issues that one can’t tweak their way around

Chiefly, Legacy’s eco ramp up and how it impacts 4 player, even 3 player maps. It just changes a lot of things timing wise. Crudely speaking, the game state is further along than prior, but scouting timings have remained largely the same.

Which ultimately has the effect that it’s more punishing if you scout the wrong location first. Crudely speaking, if you get the late scout and your opponent went big greed, you’re already behind and can’t really catch up by cutting corners. If your opponent is all-inning you, you may already be dead.

That’s just one facet, but I think that specific one isn’t something that can be fixed by tweaks, it’s very fundamentally tied to the eco pace. So that’s what I meant by limits to what creativity can do.

And in a general sense a slower pace gives more options, especially to make reactive decisions in early phases.

There are also downsides, idle downtime etc in a slower start that are pretty fundamental.

SC2 and games like it are obviously strategy games, but they’re also build order games. You have to make a lot of decisions ahead of time, probably when you’re queuing, and within the game itself. Which makes improvisational adjustments tricky if they deviate from one’s initial plan. And the faster the game is in navigating a build, generally the harder it is to fork off. It’s not impossible, that would be hyperbolic, but I (hope) that logically tracks.

I think it’s a bit of a mistake in how other modern entries are approaching things too. They’re still kinda sticking to the classic build order style of RTS, and assume if you just speed the game up or make macro easier or whatever it’ll appeal to casuals. But I think what you end up with is actually frustrating to many. No matter how fast you make it or how many QoL changes, if the strategy game becomes ‘do my build I was planning to do in the lobby, with maybe a few adjustments’, there’s less scope for experimenting or those organic moments of a good plan hatched on the spot coming together.

I find a lot of your ideas on new styles and approaches to RTS very interesting and more appealing to me than many others, but I think one almost has to build a game around it first. SC2 or w/e are already linked to certain kinds of systems
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Khalimaroth
Profile Joined September 2010
France71 Posts
May 31 2026 12:46 GMT
#100
Exciting
Trop'inzust
BlackEyed
Profile Joined October 2024
37 Posts
May 31 2026 13:03 GMT
#101
I’d also love to see some changes to TvT. It would be great if pure bio styles were a viable alternative again, instead of every game revolving around Siege Tanks like it does now.
Balnazza
Profile Joined January 2018
Germany1351 Posts
May 31 2026 13:24 GMT
#102
On May 31 2026 20:30 WSH32 wrote:
Show nested quote +
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
TeamMamba
Profile Joined June 2025
277 Posts
May 31 2026 13:50 GMT
#103
On May 31 2026 22:24 Balnazza wrote:
Show nested quote +
On May 31 2026 20:30 WSH32 wrote:
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?


Ghost is just a cancer unit that Terrans refuse to admit
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
May 31 2026 14:26 GMT
#104
On May 31 2026 22:24 Balnazza wrote:
Show nested quote +
On May 31 2026 20:30 WSH32 wrote:
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?

Aye it’s just a feel/vibes thing for me, not a balance thing necessarily.

It’s a Swiss Army knife of a unit that can nuke quite a few of those Zerg heavy hitters, like that just feels off.

The Infestor was similarly tooled at one stage, I think Blizz did a good job in making it viable and useful, but not quite so good against so many different things

If it takes a suite of buffs to go with nerfs to Ghost versatility and Terran overall doesn’t suffer I think it’d be pretty good for the game
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
dyhb
Profile Joined August 2021
United States645 Posts
June 01 2026 01:43 GMT
#105
The final step is 6 workers.
TelecoM
Profile Blog Joined January 2010
United States10834 Posts
June 01 2026 04:03 GMT
#106
I can't wait for the economy change to go live, I will be playing SC2 again.
AKA: TelecoM[WHITE] Protoss fighting
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-06-01 04:21:34
June 01 2026 04:21 GMT
#107
On June 01 2026 13:03 TelecoM wrote:
I can't wait for the economy change to go live, I will be playing SC2 again.

Eli5 the economy change for me please? I was reading the patch notes and it seemed to me like there is not really that much of an increase overall? How do you see this playing out?

On second thought does anyone know a saturated bases mine rate? How much longer does it take a base to mine out now?
Remember that we all come from a place of passion!!
TelecoM
Profile Blog Joined January 2010
United States10834 Posts
Last Edited: 2026-06-01 05:14:31
June 01 2026 04:49 GMT
#108
When the game was at 6-8 workers in the past I thought it was the absolute best change ever and made the game entirely different, I guess coming from Brood War it made it a lot more reminiscent of this, in the sense that there was more time to mentally prepare, and it would obviously negate a lot of instant rushes / cheesing, as the economy changes entirely and it would make recovering from said build orders / cheesy strategies a lot more all in, in general.

I am not sure about all of the other changes, I just know that slowing the game down a bit with just 4 less workers, has a drastic impact on the early game build orders, which in turn will influence the pace of the game going forward, making it a bit more fluid and opening up a lot of different build orders / strategies within itself.

I know with this economy change in conjunction with the Spire changes, it will absolutely be making Spire play a lot a lot a lot more powerful, I haven't played SC2 in quite a long time but I am ready to get back into it now just with this change, I think it is going to be pretty monumental in a positive way.

EDIT : after playing on the PTR, obviously the build orders / timings completely change, it will be 14 hatch now instead of 16 I believe to play it out safely, and all other timings for other races will significantly change also, it completely changes the pace of the game and makes it feel a lot more like StarCraft again in my opinion, it's a beautiful thing.
AKA: TelecoM[WHITE] Protoss fighting
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-06-01 10:53:01
June 01 2026 10:51 GMT
#109
On May 31 2026 22:50 TeamMamba wrote:
Show nested quote +
On May 31 2026 22:24 Balnazza wrote:
On May 31 2026 20:30 WSH32 wrote:
On May 31 2026 09:31 Balnazza wrote:
On May 31 2026 06:30 WSH32 wrote:
On May 31 2026 05:52 Think13 wrote:
I think they killed the ghost with 75 energy "steady targeting". And 100hp means a steep vulnerability for it. I wouldn't mind reverting the attack and range buffs when these 2 stats are reverted too.


That make sense, ghost as Terran's core unit, is the only thing that could have been used to counter Zerg's spell casters.
Ghosts should not become stronger as basic combat units. Their role should remain spell-based counterplay. The real problem is 75 energy Steady Targeting, because it directly reduces Ghost spell output and makes Terran much weaker in late-game spell trading.

I would much rather keep Ghosts at 2 supply, keep Steady Targeting at 50 energy, install uncancelled steady targeting is necessary, and remove the attack/range buffs if needed.

I just don't make sense why the balance council always buff Zerg systematically, given new ability upgrades to infester and hydra, modify attack speed for Brood, change volume of Ultralisk, decrease evolution upgrades cost. Meanwhile nerf either Terran or Protoss in anything, the Libs, Thor, Tank, Ghost, Raven all get nerfed for not only one time, i think this game will be ZergCraft soon.

If they keep nerf Terran but buff Zerg, I am gonna quit for sure, and I will post comments in everyplace I could have found, tell anyone who I may tell, do not waste a single second in this game if you are not going to select Zerg to play.


So Ghosts should be a pure counter-unit, correct? That means a couple of Cracklings should be able to easily demolish 8-10 Ghosts, yes? Because it is a counter-unit based on their spellcasting-ability. If you don't use their abilities, they should be as useless as HTs, Vipers, Infestors etc.
That's the kind of Ghost you want? Excellent, me too! Lets nerf the Ghost! \ o /

Or to give the none-snippy reply:
You are wondering why Zerg units get upgraded and tweaked so much? Lets just look at them:
So Zerg needs Ultralisks, which get countered by Ghosts, then they need Brood Lords, which get countered by Ghosts, they also need Infestors for which the Terran has to counter with Ghosts and of course Zergs desperately need Vipers to force the Terran into producing Ghosts as a counter.
...huh.



You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Literally fucking Serral struggles in TvZ because Ghosts are so oppressive.
Here is the thing you are missing: I'm not saying Ghosts are "imba", I'm saying they are oppressive and need to be reworked. I don't mind if that includes buffing something else for Terran, but it would be nice if Terrans would have atleast remember a second hotkey after a certain timelimit...no, I'm being unfair here, but it is just not good game-design when one unit is the counter to everything. Which also proves that none of the Zerg units you complain about are imbalanced, because, again, their counter is one unit. You have to handle four different units as a Zerg (including to squishy spellcasters and one derby flyer who can't be unattended for 2 seconds) together with everything else to counter the Terran army and the Terran counter is...one unit? One T2.5 unit should not counter four different T3-units, that's just not okay. Especially since the unit is somewhat decent against the one logical counter Zerg has: Zerglings. Who have to get through a shitdown of mines, tanks, liberators, marines and marauders to get to the Ghosts.
This week I shoutcasted an older WC3 match. I had a fucking blast explaining how the two army compositions were supposed to counter each other. Because that's the fun you get with good counter-units instead of going "so all of this counters everything the Terran has and this stealthy boi counters the entire Zerg army - everyone on board or was that too complicated?"

And you do know that you can spin the "mistake"-argument in any matchup, right? Don't you Terran players love to throw away six drops just to kill the entire eco with the seventh?


Ghost is just a cancer unit that Terrans refuse to admit


So that is why the balance council always buff zerg?
why they the fucking lurker has fast burrow but seige tank and libs cannot quick transform, if ghost is cancer, so the fucking viper is cancer as well, how could a fucking midsize unit can abduct battlecruiser and thor, that is completely nonsense.
Let me rephrase my point, if ghost needs to be nerfed, then reverse Raven's PDD and seeker missile dmg, you just cannot let both of the spell caster units of Terran are sick.
HelpMeGetBetter
Profile Blog Joined November 2012
United States766 Posts
June 01 2026 11:56 GMT
#110
any idea of when this is supposed to go live? don't want to grind ladder if all these changes are coming
Kreuger
Profile Joined October 2011
Sweden983 Posts
June 01 2026 12:43 GMT
#111
On June 01 2026 20:56 HelpMeGetBetter wrote:
any idea of when this is supposed to go live? don't want to grind ladder if all these changes are coming


Last time it took 4-6 weeks i think and who knows either way what changes will be implemented anyways
baldgye
Profile Joined April 2011
United Kingdom1110 Posts
June 01 2026 14:46 GMT
#112
Watching pro players playing protoss on PTR it seems like the new warpgate change boils down to limiting protoss gateway aggression early on and making openings more coin-flip... and then after that just putting a tax on protoss for transforming gateways, which still just seems better for the pro level... which is super disappointing
Agh
Profile Blog Joined July 2010
United States1098 Posts
Last Edited: 2026-06-01 16:06:18
June 01 2026 14:55 GMT
#113
On May 31 2026 20:30 WSH32 wrote:
You think the Ghost can counter everything only because you are bad at using mass Banelings to damage Terran’s economy. Like I said before, the Ghost is the only solution under the current circumstances, because almost every other important Terran unit has been nerfed in multiple times. If you do not want to see Ghosts anymore, okay, then let’s bring back Raven's PDD and restore Seeker Missile damage. You cannot keep numerically nerfing the entire Terran army. Mech is already gone. And I know you Zerg players just love watching Terran players make one mistake in infantry positioning, so mass Lurkers and Ultralisks can wipe out the entire Terran troops in a blink of eye. Do not fucking forget that Marines and Marauders are basic units. They are not designed to counter your high-value advanced units. In short, the Ghost is not strong enough. You suck at ZvT because you are not Serral.


Defending ghosts isn't really going to get you anywhere. It's been the strongest unit since day one and will remain that way until its spells are properly tweaked.

EMP needs a cap on both energy and shields. (75/75)
Steady targeting snipes need to stay, allows fungal to be counterplay.

As long as mules are in the game ghost should remain 3 supply. Otherwise 2 is appropriate.

But I'd really like to see mules removed completely since this patch is economy focused. Get rid of mules and give orbitals a 0.2 energy/tick buff along with buffing calldown supply to give an extra 100 hp with +1 armor.


I think all of the above, an additional slight storm nerf, and removal of lurker speed burrow upgrade will improve everyone's enjoyment of the game drastically.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
Last Edited: 2026-06-01 15:06:04
June 01 2026 15:02 GMT
#114
On May 30 2026 16:22 Charoisaur wrote:
Show nested quote +
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)

The Bomber boy
WSH32
Profile Joined May 2026
11 Posts
June 01 2026 15:32 GMT
#115
On June 02 2026 00:02 Wintex wrote:
Show nested quote +
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

Show nested quote +
On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.

User was temp banned for this post.
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 01 2026 16:02 GMT
#116
On June 02 2026 00:32 WSH32 wrote:
Show nested quote +
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.

Chill out a bit maybe?

Ghosts are even a counter of sorts for the viper.

I dunno what majority opinion is, from what I gather the ghost is strong but fine for many, it’s too strong specifically massed, and specifically in TvZ.

People had the same issue when you could build 10-15 Infestors as part of a lategame comp and counter the majority of Protoss lategame. But people don’t really complain about the Infestor nowadays because it’s been retooled to be good, but disadvantageous to be massed and counter whole comps.

I’d personally nerf the Ghost a bit as a combat unit. It’s too strong against lings and banes in limited number. It would make it easier for a Zerg to isolate groups of ghosts that are badly positioned and kill them. As it stands you’ll see plenty of occasions where that happens and the Ghosts kill that threat.

Catch Templars, Infestors, Vipers, Disruptors that are out of position and you can usually kill them off or at least trade very well.

Catch a group of Ghosts in a TvZ super lategame scenario and they might just tank the hits and kill off what you’ve flanked them with

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
June 01 2026 17:16 GMT
#117
On June 02 2026 00:32 WSH32 wrote:
Show nested quote +
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.


Bro I have no horse in this race and I mostly played terran. I also find zerg to be annoying in its current iteration, but your inability to read that the power budget can be reallocated is probably more annoying. Abduct is also not particularly good for an enemy interaction except for xd wow you should just move better. maybe the viper connects to the unit and can drag it in a direction, and if the enemy clicks the opposite direction they cancel out (kind of becomes a stun in the moment since you have to move click away)

In general i find spellcasting mostly boring except for like situations like bomber seeker missiles on his own units to aoe back in hots. storm was more fun in bw for sure, and disruptors kinda give me the same feeling like a nasty bw storm.
The Bomber boy
Balnazza
Profile Joined January 2018
Germany1351 Posts
June 01 2026 18:09 GMT
#118
On June 02 2026 00:32 WSH32 wrote:
Show nested quote +
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.


Your super-OP Viper that destroys everything and is so unbalanced literally gets countered by Ghosts. What does that say about Ghosts? :3
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
jack_less
Profile Joined May 2022
79 Posts
June 01 2026 20:25 GMT
#119
I'm not sure about the eco change.
Based on the PTR games I've played, it feels a bit slow at the start, and the cheese runs I've seen so far don't seem like something that's absolutely necessary. Maybe I'm just not used to it yet.
On the other hand, I like that you don't have to rush for the third base right away.
Charoisaur
Profile Joined August 2014
Germany16086 Posts
Last Edited: 2026-06-01 20:29:29
June 01 2026 20:29 GMT
#120
On June 02 2026 01:02 WombaT wrote:
Show nested quote +
On June 02 2026 00:32 WSH32 wrote:
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.

Chill out a bit maybe?

Ghosts are even a counter of sorts for the viper.

I dunno what majority opinion is, from what I gather the ghost is strong but fine for many, it’s too strong specifically massed, and specifically in TvZ.

People had the same issue when you could build 10-15 Infestors as part of a lategame comp and counter the majority of Protoss lategame. But people don’t really complain about the Infestor nowadays because it’s been retooled to be good, but disadvantageous to be massed and counter whole comps.

I’d personally nerf the Ghost a bit as a combat unit. It’s too strong against lings and banes in limited number. It would make it easier for a Zerg to isolate groups of ghosts that are badly positioned and kill them. As it stands you’ll see plenty of occasions where that happens and the Ghosts kill that threat.

Catch Templars, Infestors, Vipers, Disruptors that are out of position and you can usually kill them off or at least trade very well.

Catch a group of Ghosts in a TvZ super lategame scenario and they might just tank the hits and kill off what you’ve flanked them with


I think when they were 3 supply they were fine, massing them was really not viable anymore.
Then they made them 2 supply again but light, which probably would have been fine too. Then they gave them a random +25 hp buff which turned them OP again.

Somehow this is something every balance team does, creating a problem out of nothing and then fixing it with a redesign, instead of just reverting the patch that made it problematic. The most famous example of this was what they did with infested terrans.
Many of the coolest moments in sc2 happen due to worker harassment
ThunderJunk
Profile Joined December 2015
United States741 Posts
June 01 2026 20:40 GMT
#121
8 worker start is pretty cool
Gateway buff, warpgate nerf is really cool

Hell of a step in the right direction I never thought I'd see.
I am free because I know that I alone am morally responsible for everything I do.
WSH32
Profile Joined May 2026
11 Posts
Last Edited: 2026-06-01 21:42:00
June 01 2026 21:38 GMT
#122
On June 02 2026 05:29 Charoisaur wrote:
Show nested quote +
On June 02 2026 01:02 WombaT wrote:
On June 02 2026 00:32 WSH32 wrote:
On June 02 2026 00:02 Wintex wrote:
On May 30 2026 16:22 Charoisaur wrote:
On May 30 2026 07:56 Wintex wrote:
On May 30 2026 04:09 Charoisaur wrote:
On May 30 2026 03:07 seopthi wrote:
Compare the GSL and ASL finals. It is saddening that virtually every SC2 game is 3+bases automatically, that there is this superficial pretentious glorification of macro games, which all really look quite alike. There used to be exciting openings and exciting early games with Has' cheeses or Life's scrappy zergling games. That's all gone.

In the ASL finals we had at least 2 games with workers fighting in the beginning and crazy diversified openings; it is much more colorful

Not sure where this misconception comes from that the number of starting workers affects this, maybe everyone thinks of early WoL when they think of 6 worker start?
For most of Hots 3+ bases was just as standard as it is today, just watch any INnoVation games from back then.
The only difference this change makes is wasting everyones time for the first 2 minutes of the game

This is probably just a vibes based take you're having, Charoisaur, but SC2 in general has been friendly to eco games ever since map making wasn't a complete fiesta. There was a ton more diversity in the early parts of the game back then. I don't want to discuss how the efforts of trying to adjust the economy so 3 bases didn't economically cap you kinda shifted the balance of the three ways of playing, but it clearly changed the win conditions significantly. Reducing the early game literally narrows the time actions are possible. Additionally, leaving yourself on fewer bases even for a slight moment puts you so far behind.

You're wrong, you just have nostalgia for early WoL which won't come back.
Lambo explained it here very well why you're wrong.

link

This change does nothing except wasting 1 minute of everyones time every game.

If you don't remember HotS TvZ anymore, Inno literally played reaper expand into fast 3CC every single TvZ and it was safe against everything

Bro I do remember HotS TvZ, my favorite player is Bomber, the guy who went a weird ass marine heavy combat shields build to do a specific mostly safe push that could transition into a longer game. Yes, call it an anecdote, but there were people doing mine drops and hellbat drops for the duration. Safe builds exist, but people constantly mix it up. Calling it all a nostalgia trip is so disingenious. People were professionals even back then, not cavemen.

Also Lambo's takes are not necessarily wrong, he just says this is bad because it won't have an effect. The game has been designed to work with the 12 worker start, and by increasing the time people spend with lower economies, a lot more decisions can actually happen in the early stage. The range of maps now is quite a bit more narrow, don't you agree? I'm not gonna defend the really bad maps in WoL, but a lot the maps already in HotS were really friendly for econ builds especially towards the end. I think we can learn from the past and give people both a longer early game, but also make maps that reward good decisions by players in a range of problems.

Sure, given enough time, players are gonna figure out good responses and Lambo and you will tell me that you told me so, but LotV builds have often danced around a knife's edge because of the value proposition of aggression being quite punishing.

On May 30 2026 20:54 ArtyK wrote:
But what if we gave queens the armored tag?

top tier luolis moment for sure.



;-
Also ghosts have always been complete demons, a day of reckoning should come similar to the infestors. (nerfs will allow the power budget of the terran army to be reallocated to a better place)




All you Zerg motherfuckers just complains ghost OP but never admit the fucking viper is even more OP than ghost, how the fuck that spell can abduct everything and it is an instant cast, dont you fuckers think that abduct counters everything?
If you want the ghost get modified, they Terran must reverse Raven's PDD and seeker missile damage as compensate. otherwise, just go to play ZERGCRAFT.

Chill out a bit maybe?

Ghosts are even a counter of sorts for the viper.

I dunno what majority opinion is, from what I gather the ghost is strong but fine for many, it’s too strong specifically massed, and specifically in TvZ.

People had the same issue when you could build 10-15 Infestors as part of a lategame comp and counter the majority of Protoss lategame. But people don’t really complain about the Infestor nowadays because it’s been retooled to be good, but disadvantageous to be massed and counter whole comps.

I’d personally nerf the Ghost a bit as a combat unit. It’s too strong against lings and banes in limited number. It would make it easier for a Zerg to isolate groups of ghosts that are badly positioned and kill them. As it stands you’ll see plenty of occasions where that happens and the Ghosts kill that threat.

Catch Templars, Infestors, Vipers, Disruptors that are out of position and you can usually kill them off or at least trade very well.

Catch a group of Ghosts in a TvZ super lategame scenario and they might just tank the hits and kill off what you’ve flanked them with


I think when they were 3 supply they were fine, massing them was really not viable anymore.
Then they made them 2 supply again but light, which probably would have been fine too. Then they gave them a random +25 hp buff which turned them OP again.

Somehow this is something every balance team does, creating a problem out of nothing and then fixing it with a redesign, instead of just reverting the patch that made it problematic. The most famous example of this was what they did with infested terrans.


Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
June 01 2026 23:59 GMT
#123
This is what I've always wanted!
John 15:13
Turbovolver
Profile Blog Joined January 2009
Australia2447 Posts
June 02 2026 03:52 GMT
#124
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.
The original Bogus fan.
BaiZhuZhu
Profile Joined March 2026
19 Posts
June 02 2026 06:21 GMT
#125
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
June 02 2026 06:46 GMT
#126
On June 02 2026 15:21 BaiZhuZhu wrote:
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all


WC3 has had fairly recent balance and design patches and seen massive improvement for it from new player to the pro scene. It's 8 years older than SC2.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Agh
Profile Blog Joined July 2010
United States1098 Posts
June 02 2026 07:42 GMT
#127
On June 02 2026 15:46 Cyro wrote:
Show nested quote +
On June 02 2026 15:21 BaiZhuZhu wrote:
it's stupid to make all these changes in a basically 'dead game'

broodwar has survived without balance patches for HISTORY

this doesn't make shit feel like more like BW at all


WC3 has had fairly recent balance and design patches and seen massive improvement for it from new player to the pro scene. It's 8 years older than SC2.


It's had quite a few actually, but not without problems. Never forget when they touched it the first time we got the KotG patch.


Just wish if they are going to do changes, commit to more and experiment.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
tigera6
Profile Joined March 2021
3513 Posts
June 02 2026 10:48 GMT
#128
On June 02 2026 12:52 Turbovolver wrote:
Show nested quote +
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.
Acrofales
Profile Joined August 2010
Spain18424 Posts
Last Edited: 2026-06-02 11:56:02
June 02 2026 11:55 GMT
#129
On June 02 2026 19:48 tigera6 wrote:
Show nested quote +
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
June 02 2026 13:19 GMT
#130
I think it is a legitimate point that the Ghost is too good at countering everything in late-game TvZ. It's not really helpful to frame this in terms of balance, though, as it's really a design problem that primarily limits Terran's unit diversity.

It's not dissimilar to the problem that at one point existed in late-game ZvP where Infestors were gradually buffed to be the main counter every late-game Protoss composition. ZvP late-game got a lot more interesting once Infestors stopped being able to spam out infinite infested terrans with magical purple space missiles.

Of course, when one race relies heavily on a single unit, this can make it harder to balance, since dynamics become simpler and there are fewer balance nobs to turn. Probably more important than that, though, is just the sense of frustration it can create, even when it's not imba.

I like the Ghost as a unit. I like Snipe in its current cancellable form, and the interesting dynamics it creates in TvZ around retreats and engagements. I don't think making it more of an all-around strong combat unit with Snipe de-emphasized that requires less baby-sitting as it seems we've been going lately is a good idea, though.

I tend to think doing the opposite would make more sense; make it a unit that is waaaaay more fragile (but still has good damage) and requires more baby-sitting to be effective so there's a natural cap on how many of them you want to get, i.e. make it more of a traditional spellcaster. Alternatively, you could simply give Snipe a big weakness, like making it not able to hit air. The goal wouldn't be per se to reduce the Ghost's strength, though, as to open up spaces where it's less effective and other things can take over. "Ghosts can't deal with this so I need to build something else."

One could argue that the real issue is with Terran late-game in TvZ, with the Ghost as a band-aid making up for the lack of strong alternatives. I think that's true, and understand why Terrans don't want to lose their main tool with nothing to replace it. However, getting away from the Ghost as a one-stop lategame TvZ solution will ultimately benefit the game.
Dies Irae venit. youtube.com/SnobbinsFilms
tigera6
Profile Joined March 2021
3513 Posts
June 02 2026 15:24 GMT
#131
On June 02 2026 20:55 Acrofales wrote:
Show nested quote +
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
June 02 2026 17:20 GMT
#132
On June 03 2026 00:24 tigera6 wrote:
Show nested quote +
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.
Dies Irae venit. youtube.com/SnobbinsFilms
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
June 02 2026 18:40 GMT
#133
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 02 2026 18:57 GMT
#134
On June 03 2026 02:20 Captain Peabody wrote:
Show nested quote +
On June 03 2026 00:24 tigera6 wrote:
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.

Vibes wise, Ghosts should suck against Ultras, be good against Broods and have some viability against lurkers, for me personally

Ghosts using their snipers to target down enemies that also work at range I think is thematically fine

Ghosts nuking like multiple tons of Zerg muscle easily in the former of Ultras, silly.

Note I said thematically, not balance.

Ghost stood be bad against *something* in the Zerg tier 3 Arsenal, and Ultras make a lot more sense to me
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 02 2026 19:18 GMT
#135
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

Mass Raven did somewhat suck though

The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them

I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much.

If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions

They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in

Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
NinjaDuckBob
Profile Joined March 2014
187 Posts
Last Edited: 2026-06-02 20:35:26
June 02 2026 19:35 GMT
#136
I believe for the TvZ situation it's easier to go the "defensive spell" route for a game that feels better to play, in comparison to the "offensive spell" route. This means that other units must be used for damage output while the spellcaster offers support. One idea is a spell that makes a unit safe against spells temporarily. Instead of killing the Viper, make a couple of Tanks temporarily unabductable and immune to blinding cloud. Make the spellcaster cost/supply and spell energy cost expensive enough to force the player to choose how safe they want to make their units in exchange for having a smaller amount of actual damage output units. The "stun" idea also requires other units for damage output, so that could be a good alternative, but could also be more abusable, I'm not sure.

Regarding the Raven's defensive abilities in particular, the PDD never was tested with a particular variable that allows for a detailed level of balance tweaking, the laser's rate of fire. The PDD laser always had a cooldown of 0, meaning it blocks projectiles at an infinite rate. Giving it a cooldown means it can only block a certain amount of projectiles at once, and allows some counterplay with focus-fire and with having all units shoot at once. But PDD doesn't directly provide counterplay against Zerg spellcasters, only against a select few combat units, so it might not be the right ability to fill the gap.
NinjaDuckBob ~ Fear the fuzzy!
CicadaSC
Profile Joined January 2018
United States1985 Posts
June 02 2026 22:22 GMT
#137
i played 2 games of ptr and i got proxy gateway rushed, and 1 base ghost rushed. Nice. great testing.
Remember that we all come from a place of passion!!
ETisME
Profile Blog Joined April 2011
12858 Posts
June 02 2026 23:53 GMT
#138
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2026-06-03 02:17:36
June 03 2026 02:01 GMT
#139
On June 03 2026 04:18 WombaT wrote:
Show nested quote +
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

Mass Raven did somewhat suck though

The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them

I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much.

If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions

They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in

Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners



I'm not saying to bring mass Ravens back as a go-to strategy, but that the Raven's redesign was an overreaction and went way too much into a niche unit you only get 1-3 of in TvZ. It's the only spellcaster Blizzard decided to design into being a unit you only get 1-2 of (in their words).

Making it into such a niche unit means that the Ghost has to fulfill all the "lategame spellcaster" roles in the TvZ matchup. Making it less interesting because instead of having to choose Ghosts or Ravens, or having to get tech to get both or switch between both in the lategame, you simply mass one of them.

Maybe if they make Matrix 10 range instead of 9 range, it might see some niche use against Vipers, but since it's only 9 range Vipers can abduct if they come up. And ultimately it's still stronger to just EMP them instead.

That said, I don't think disabling units is the best design (even if it is Starcraft-y), and I don't really like anti armor missile either (not very Starcraft-y, overly favors low damage fast firing units, and messed with TvP balance). I much preferred the old Raven and PDD, which was such a Terran-y ability with its positional and defensive capabilities. I always believed they overlooked the true reason why PDD was broken design wise. PDD allowed you to put down just 1 PDD to block 20 projectiles at once. This means that you could put 1 PDD at a time and even if you chase them down across the map or if you try to run away, the Ravens can just drop 1-2 PDD at a time with no commitment.
If it was redesigned so that each PDD can only block 2-3 projectiles per second for example, you'd need to put down 10 PDDs if you want to block 20 Corruptors' shots at once, which is a huge energy drain and allows the counterplay of simply backing off until the PDDs expire in 15-20 secs, or re-engage somewhere else.

In smaller numbers or in the early to mid game, 1 PDD being able to still block 20 projectiles over 7-10 secs (if able to block only 2-3 projectiles per second) is still significant. If your opponent's army has 20 Stalkers for example, you'd still be reducing their dps by ~15-20% over 7-10 seconds, and the amount of dps reduction decreases as the opponent's army out scales your Raven count unless you commit to massing Ravens which you then drain their energy by being interactive and forcing them to burn PDDs in one place then go attack elsewhere.

I always felt what they did to Seeker Missile is silly too. It was an ability that, similar to PDD, you could avoid by backing off or engaging elsewhere. Like a bio army poking a protoss making them burn storms until you commit to a real fight. Then the community said the ability was too useless, so they kept buffing it to the point that it became reasonably realistic to land mass AOE nukes on your opponent (to be fair, progamers always underestimated the damage and often tanked them instead of retreating even if they'd lose some units while being chased down). Then, instead of just realizing they messed up turning it from a zoning ability into a high damage aoe nuke and reverting the buffs, they decided the damage was the issue and changed it to the early versions of AA missile where it still did like 5 damage. Which of course, still got massed because any aoe damage nuke that can be used reliably is incredibly strong in a game like SC2. And then, as if they still didn't realize the issue was the reliable damage and not the amount of damage, they got rid of the damage entirely making it simply reduce your armor..

I feel like this happened to the auto turret too, and many other SC2 changes. Understandably, as the dev/balance team changed over the years, they wouldn't have the full context of how things reached the point it did. But it's still disappointing feeling that patches seem to forget why certain things became broken, and instead of reverting those changes and trying to keep the original concept which worked, they keep straying further from the original vision.

On June 03 2026 08:53 ETisME wrote:
Show nested quote +
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc.


Yes, mass snipe was OP early WoL until MVP showcased it against Nestea in a high visibility Blizzcon match where he evaporated Nestea's ultra/BL army. It got nerfed but was always potent, and as a high damage energy ability that does massive damage we know from history they probably still didn't abuse ghosts enough post-nerfs (probably because they found the Raven to be even more OP).
LotV was interesting where snipe had more of a delay, and could be cancelled if they take damage. But ended up doing a lot of damage again, so it became volatile and thus very potent if you can get snipes off. Getting the energy refunded on cancel was a big buff too, it made having the spell cancelable a small downside to doing a lot of damage again after the WoL nerfs.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
tigera6
Profile Joined March 2021
3513 Posts
June 03 2026 11:31 GMT
#140
On June 03 2026 02:20 Captain Peabody wrote:
Show nested quote +
On June 03 2026 00:24 tigera6 wrote:
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.

I think thats a fine idea, although I havent seen many lategame TvZ where mass Ghost straight up fight against mass BLord, you gotta make enough Thors to fight BLord in most instances.
Captain Peabody
Profile Blog Joined May 2009
United States3136 Posts
June 03 2026 12:26 GMT
#141
On June 03 2026 20:31 tigera6 wrote:
Show nested quote +
On June 03 2026 02:20 Captain Peabody wrote:
On June 03 2026 00:24 tigera6 wrote:
On June 02 2026 20:55 Acrofales wrote:
On June 02 2026 19:48 tigera6 wrote:
On June 02 2026 12:52 Turbovolver wrote:
On June 02 2026 06:38 WSH32 wrote:
Let me restate my point more patiently.

I admit that the Ghost is a strong unit. My issue is that, in late-game TvZ, the Ghost is currently the only reliable spell-based answer Terran has. The Raven is not very useful in this matchup right now.

I have seen people say that the power budget of the Terran army should be reallocated. I am not against that idea in principle. But if that is the direction, then Terran needs real compensation elsewhere, such as bringing back Raven PDD or restoring Seeker Missile damage. You cannot leave Terran with no effective spellcaster in a matchup where Zerg can use both Vipers and Infestors as a late-game spellcaster combination.

Another suggestion I have seen is to nerf the Ghost’s basic combat capability. I do not think that is reasonable in the current situation. Ghosts are already mainly effective against light units. Armored units can kill them very quickly if they are caught out of position.

So my preferred Ghost change is to make it more of a glass cannon. Keep the Ghost as a Light unit, and let its HP go back from 125 to 100, making it easier to kill if mispositioned. But keep the other core values unchanged: 2 supply and 50 energy Steady Targeting. Also keep the change that Steady Targeting is not cancelled by taking damage while channeling.

I think this is a more acceptable compromise. It makes Ghosts more punishable, but still keeps their core role as Terran’s late-game spell-based counterplay.

Ghosts don't function like spellcasters in TvZ, though. You might as well call the Cyclone a "spellcaster".

If they were built in small to moderate numbers and used with finesse, then they would feel a lot more like they are supposed to, i.e. specialists.

Mass ghosts is not only a gameplay fail (like broodwar TvZ mech inevitability but worse), it's a flavour fail.

If you replace Snipe with an AoE spell that also cause oponent unit to be stunned then Terrans dont need mass Ghost. Snipe has becomed an essential tool in TvZ lategame because they have the best chance at punishing retreating Zerg army. Otherwise Zerg can just hit , run back and drop a Fungal to keep Terran from chasing.

Snipe should be a tool in the anti-Zerg arsenal. Particularly against Ultralisks, but just generally decent vs large bio units. As a counter to vipers and infestors, EMP should be the weapon of choice, not snipe, but snipe should be a decent backup. And then vs the rest of the Zerg army, ghosts should be good, but not the best. It's like how Storm is mostly useless against a mech army. Or fungal alone is kinda pointless, without an army (preferably with lots of banelings or ultras) to back it up. The problem isn't that ghost is a useful unit. It's that endgame TvZ is basically ghosts countering absolutely everything. Why build vikings against broodlords when ghosts do the trick. And why liberators vs lurkers when ghosts do the trick? And in fact, why MMM/hellbats vs small strikeforce of ling/bane when ghosts do the trick. I think the only unit in the Zerg arsenal that ghosts are truly a subpar option against is roaches. And literally everything else in a lategame Terran arsenal destroys roaches without even trying.

Like I said 70% of mass Ghost lategame power coming from Snipe, especially with Cloak. Taking Snipe away and adding something like Maelstrom but only slow down and not stunned, would make Ghost become more of a support unit like other spellcaster.

What do you think of the idea of making Snipe unable to target air units? Feels like it would leave the Ghost a powerful unit against Ultras and Lurkers while giving it more of a genuine vulnerability to Broods, Mutas, etc.

I think thats a fine idea, although I havent seen many lategame TvZ where mass Ghost straight up fight against mass BLord, you gotta make enough Thors to fight BLord in most instances.

Right, it wouldn't be match-up breaking, but would at least reduce the utility in some scenarios of making a giant blob of ghosts. I don't think the problem with the Ghost is balance fundamentally, it's the "feel" and "frustration" of how flexible they are, such that it's rarely a big problem to "overbuild" Ghosts in late-game. There are all kinds of scenarios where a blob of Ghosts in the right place can punish almost anything Zerg has; this also reduces the impact of tech switches where things start coming out in smaller numbers initially.

The fact that Ghosts already aren't core/ideal to defeating heavy air comps, though, is intended, since it reduces the immediate balance impact and doesn't leave Terran with huge gaping vulnerabilities. Terran already has the tools to deal with Zerg air, this would just make it more important to incorporate more of those tools earlier and more punishing if Terran doesn't anticipate tech switches.

That's the theory, anyway!
Dies Irae venit. youtube.com/SnobbinsFilms
seopthi
Profile Blog Joined December 2014
401 Posts
June 03 2026 14:12 GMT
#142
On May 30 2026 01:26 seopthi wrote:
If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo

Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)

The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no?


One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder.

Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three.

There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger.

The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable.

WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 03 2026 14:22 GMT
#143
On June 03 2026 23:12 seopthi wrote:
Show nested quote +
On May 30 2026 01:26 seopthi wrote:
If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo

Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)

The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no?


One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder.

Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three.

There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger.

The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable.


Giving me a magic wand, the game is balanced for the pros, but fun for us plebs.

I think SC2 can often suffer on the latter, where interactions that are ultimately balanced, just suck to play against at lower levels. Like Serral can dismantle an Airtoss fleet with Templar support, but at lower levels a Zerg is just getting A-moved to death because they lack the ability to pick it apart

I’ve played other games where they’re actively more fun when you suck, and all sorts of things are viable, get good and it’s play meta and skip about 80% of other options

I’ve got zero idea how to actually do that, but just as a general concept.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
June 03 2026 21:03 GMT
#144
re: balancing for skill level

i dont think any amount of changes are going to magically bring in brand new players to the genre or the franchise. balance for high levels of play if the plan is to touch it once a year.
LiquidDota Staff@BluemoonGG_
BisuDagger
Profile Blog Joined October 2009
Bisutopia19383 Posts
June 03 2026 21:14 GMT
#145
Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Fleetfeet
Profile Blog Joined May 2014
Canada2808 Posts
Last Edited: 2026-06-04 02:27:52
June 03 2026 21:30 GMT
#146
On June 04 2026 06:14 BisuDagger wrote:
Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.


I think there's SOME room for this if you emulate TCG's sideboarding for series games, but I think you can look at mobas (League's rune / summoner spells system, dota's Facets system) to see how it would go.

Basically there's a statistically 'correct' choice in most cases so you don't increase strategic versatility as much as you'd hope. It works in campaign because the balance isn't decided on win or lose, it's decided on how it feels to play.
TeamMamba
Profile Joined June 2025
277 Posts
June 04 2026 02:50 GMT
#147
On June 03 2026 23:22 WombaT wrote:
Show nested quote +
On June 03 2026 23:12 seopthi wrote:
On May 30 2026 01:26 seopthi wrote:
If the intern is reading this, please consider (an option?) for F2 to ignore units on hold and/or patrol. Hold would make perfect sense imo

Also visual changes to EMP so it is easier to see, and Protoss door (though could be alleviated w/ the first suggestion)

The changling change seems to be strange ad hoc, it'd be easier to make them less spammable, no?


One more suggestion I'd like to propose -- I just watched Tasteless' take on the patch and he mentioned that he thinks that the game should be balanced for pros, which I agree with. The natural problem is that if we get 50% winrate in the GSL, it may be greatly different in GM or Silver on ladder.

Historically it has been like this many times, e.g., Protoss favored in GM while Terran in Bronze. The thing I would love Blizzard to consider, is for ladder MMR to be per matchup and the overall being the average of the three.

There would be no such worry about balance per skill level; for example, if Protoss is easier to play with low apm compare to Zerg, PvZ could be matched against a player that would currently be considered stronger.

The purpose of MMR is to have 50% winrate, which overall players have, but they clearly do not have per matchup; I have had 70% winrate in one and 30% in another, for example. Of course, I can focus on improving on the lowest winrate, but it being uneven is unavoidable.


Giving me a magic wand, the game is balanced for the pros, but fun for us plebs.

I think SC2 can often suffer on the latter, where interactions that are ultimately balanced, just suck to play against at lower levels. Like Serral can dismantle an Airtoss fleet with Templar support, but at lower levels a Zerg is just getting A-moved to death because they lack the ability to pick it apart

I’ve played other games where they’re actively more fun when you suck, and all sorts of things are viable, get good and it’s play meta and skip about 80% of other options

I’ve got zero idea how to actually do that, but just as a general concept.


Depending on what your “lower level” is.

Takes forever for toss to get the airtoss fleet plat or lower

I’m playing diamond / master on a regular basis and my airtoss fleet with templer support against Zergs isn’t auto win either. At this level lurkers and corruptors shiets on airtoss. Most toss on below masters has no idea how to pick off lurkers one by one with tempest oracle combo. Most of the time we lost our obs and lurkers just kills all the ground support
naventus
Profile Blog Joined February 2004
United States1339 Posts
June 04 2026 06:51 GMT
#148
It's funny that a decade later the complaints go in the same circles with people having blinders on their own experience but rarely a system wide view.

These complaints about Ghosts being oppressive, obviously this unit has been a crutch in the mess of late game design. Truly removing this crutch, you'd have to change the way the economy and map control looks like in late game TvZ and/or give all the power of Ghosts to some other units. I don't even know what that second picture looks like, and everyone seems to be able to identify the first part, but incapable of making concrete suggestions on the second.

But this point seems symbolic to me of the fundamental pain point of SC2, that there was never an opinionated and correct (read: genius) designer behind the game.

What is the point of these amateur balance patches, is the intention to keep pumping these out year after year? To achieve what overarching design goal? If there is no overarching design goal, then won't we just keep going in circles? If there is an overarching goal than piecemeal vibes, has it been articulated?

Here's a conceptual design goal, morph economy, unit interaction, unit balance such that the game can be balanced through maps instead of aimless tweaks.
hmm.
Creager
Profile Joined February 2011
Germany1961 Posts
June 04 2026 07:30 GMT
#149
On June 04 2026 06:14 BisuDagger wrote:
Anyone else ever dream of a patch that lets you choose the campaign style tech trees prior to starting the game? Both the campaign and Co-Op offer such a variety of play that could exist if there were pre-game tech trees.


Sounds cool, but would be a complete balance nightmare, I believe. Imagine SC Evo, but you could combine features of both race iterations.
... einmal mit Profis spielen!
Besfren
Profile Joined June 2026
1 Post
June 04 2026 09:27 GMT
#150
They should really remove all the council members for the patches as it is apparent that all of them are Zerg and Terran lovers. In today's patch, Zerg is still the most OP race then closely behind it is Terran while Protoss is still kicked to the curb and made it even more shitty. More free units (broodlings, locusts, changelings) for Zerg + more vision (overlords, tumors, changelings) compared to protoss where the only free unit is the adept shade and it only gives you vision and doesn't even attack, illusions from a sentry aren't free as they cost energy as well as oracle attacks and revelations in which none deal damage and only for mild vision, carriers cost 25 minerals per interceptors which can be shot down making it inept one the interceptors are dead and also destroys the interceptors once the carrier is also dead (IMO, make the interceptors free as well as make the interceptors auto attack in the area or have a timed life once the carrier drops dead to make it even with the zerg's free attack, as well as let the adepts do the original attacks even without the shade debuffs just like in the campaign to be worth it to use. For the observer, would be best to have a unit limit count to make like say 10-15 and have them cost no supply at all and should be moved to a Nexus to make instead of a robotics and have it a tech structure as a requirement like cybernetics core). Now Terran is like a jack of all trades but their EMP would automatically wipe out protoss' shields immediately dropping protoss half their effectivity while marines are effectively the best unit in the game as they cost only 50 minerals and 1 supply. They can also have a better run by with hellions on the mineral fields doing splash damage or fast reapers jumping up and down a cliff or have marines drop, Zerg has very quick and super many zerglings like 2 per 1 supply so you'd have 10 supply = 20 zerglings on a run by that can easily kill a lot or roaches tunneling towards their worker lines, now compare that to a 10 supply protoss of run by zealots which is only like 5 zealots and no splash and has a charge cooldown or an adept shade that you need upgrades to get it to attack faster and in contrast to the drop you need to upgrade to warpgate then buy a prism and have them slow warp in to the battle field or mineral fields wherein enemies can already have their workers run away. For an advanced race compared to Terran and Zerg, the Protoss is one massively overpriced, underpopulated and heavily nerfed race, it's like Elves vs Humans and Undead (NOT in WC3) lore that they'll be ultimately get wiped out first even if they have magic and long lives.

Now if you have read all of this rant, I salute you for actually understanding and not being bias like most players or viewers are that they only love Zerg and Terran along with their matchups TvZ. Hope they will actually kick off those bias council members in the patches and make Protoss a good and balanced race versus the others again.

User was warned for this post
WombaT
Profile Blog Joined May 2010
Northern Ireland27288 Posts
June 04 2026 12:47 GMT
#151
On June 04 2026 18:27 Besfren wrote:
They should really remove all the council members for the patches as it is apparent that all of them are Zerg and Terran lovers. In today's patch, Zerg is still the most OP race then closely behind it is Terran while Protoss is still kicked to the curb and made it even more shitty. More free units (broodlings, locusts, changelings) for Zerg + more vision (overlords, tumors, changelings) compared to protoss where the only free unit is the adept shade and it only gives you vision and doesn't even attack, illusions from a sentry aren't free as they cost energy as well as oracle attacks and revelations in which none deal damage and only for mild vision, carriers cost 25 minerals per interceptors which can be shot down making it inept one the interceptors are dead and also destroys the interceptors once the carrier is also dead (IMO, make the interceptors free as well as make the interceptors auto attack in the area or have a timed life once the carrier drops dead to make it even with the zerg's free attack, as well as let the adepts do the original attacks even without the shade debuffs just like in the campaign to be worth it to use. For the observer, would be best to have a unit limit count to make like say 10-15 and have them cost no supply at all and should be moved to a Nexus to make instead of a robotics and have it a tech structure as a requirement like cybernetics core). Now Terran is like a jack of all trades but their EMP would automatically wipe out protoss' shields immediately dropping protoss half their effectivity while marines are effectively the best unit in the game as they cost only 50 minerals and 1 supply. They can also have a better run by with hellions on the mineral fields doing splash damage or fast reapers jumping up and down a cliff or have marines drop, Zerg has very quick and super many zerglings like 2 per 1 supply so you'd have 10 supply = 20 zerglings on a run by that can easily kill a lot or roaches tunneling towards their worker lines, now compare that to a 10 supply protoss of run by zealots which is only like 5 zealots and no splash and has a charge cooldown or an adept shade that you need upgrades to get it to attack faster and in contrast to the drop you need to upgrade to warpgate then buy a prism and have them slow warp in to the battle field or mineral fields wherein enemies can already have their workers run away. For an advanced race compared to Terran and Zerg, the Protoss is one massively overpriced, underpopulated and heavily nerfed race, it's like Elves vs Humans and Undead (NOT in WC3) lore that they'll be ultimately get wiped out first even if they have magic and long lives.

Now if you have read all of this rant, I salute you for actually understanding and not being bias like most players or viewers are that they only love Zerg and Terran along with their matchups TvZ. Hope they will actually kick off those bias council members in the patches and make Protoss a good and balanced race versus the others again.

You don’t think Protoss is strong right now?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TelecoM
Profile Blog Joined January 2010
United States10834 Posts
June 05 2026 12:10 GMT
#152
When is the 8 worker update!!
AKA: TelecoM[WHITE] Protoss fighting
Dinwiddi
Profile Joined June 2026
1 Post
June 12 2026 15:23 GMT
#153
I must admit I really like changes as a low diamond Terran. I am playing PTR a lot, at times do question the point as the economy takes a lot more care to build up but it does feel like the game was more designed around this slower build up. Some units are just more viable as an opening like the banshee.

What I also like it doesn't feel like a rush to the late game anymore. There is time to react if the opponent rushes late game instead of just 'BOOM ultra's!'. The early game has more openers, a bit more rock paper scissors but it does put a larger emphasis on scouting and early scouting also have a cost which makes it more of choice and an investment which in its turn gives it strategic depth.

Anyway my 2 cents as an old school ladder pleb.
Wintex
Profile Blog Joined July 2011
Norway16849 Posts
June 12 2026 21:53 GMT
#154
On June 04 2026 15:51 naventus wrote:
It's funny that a decade later the complaints go in the same circles with people having blinders on their own experience but rarely a system wide view.

These complaints about Ghosts being oppressive, obviously this unit has been a crutch in the mess of late game design. Truly removing this crutch, you'd have to change the way the economy and map control looks like in late game TvZ and/or give all the power of Ghosts to some other units. I don't even know what that second picture looks like, and everyone seems to be able to identify the first part, but incapable of making concrete suggestions on the second.

But this point seems symbolic to me of the fundamental pain point of SC2, that there was never an opinionated and correct (read: genius) designer behind the game.

What is the point of these amateur balance patches, is the intention to keep pumping these out year after year? To achieve what overarching design goal? If there is no overarching design goal, then won't we just keep going in circles? If there is an overarching goal than piecemeal vibes, has it been articulated?

Here's a conceptual design goal, morph economy, unit interaction, unit balance such that the game can be balanced through maps instead of aimless tweaks.

Comments like these really irk me in the worst way possible. Having this overarching belief in some sort of great man theory is already quite silly.

Then you take a very reasonable critique of how lategame tvz works and zoom out from that issue so far to some higher order plane, so there's no possible way for anyone to actually discuss anything of value. How is that supposed to stimulate suggestions for the second part?

People literally suggest having other units fill the "counter" space to create more dynamic interactions. It would be fun if the Zerg T3 felt like a decision, and that the Terran could also produce some of its own T3 units or maybe a mixture of units rather than a lump of ghosts. I am not a fan of Snipe only works on air units as a change, but the suggestion can merit some discussion.

"amateur balance patch" ugh.
The Bomber boy
Slydie
Profile Joined August 2013
2001 Posts
June 14 2026 07:16 GMT
#155
On June 13 2026 00:23 Dinwiddi wrote:
I must admit I really like changes as a low diamond Terran. I am playing PTR a lot, at times do question the point as the economy takes a lot more care to build up but it does feel like the game was more designed around this slower build up. Some units are just more viable as an opening like the banshee.

What I also like it doesn't feel like a rush to the late game anymore. There is time to react if the opponent rushes late game instead of just 'BOOM ultra's!'. The early game has more openers, a bit more rock paper scissors but it does put a larger emphasis on scouting and early scouting also have a cost which makes it more of choice and an investment which in its turn gives it strategic depth.

Anyway my 2 cents as an old school ladder pleb.


Nice! That 3 bases before 4 minutes is standard for every race is maybe a bit much, and there are only very narrow windows to punish the greed.

Tbh, it might be more important to keep "ladder plebs" engaged than to make the pros happy at this point. If there is an active ladder, there will also be tournaments, streams and online content.
Buff the siegetank
TelecoM
Profile Blog Joined January 2010
United States10834 Posts
June 14 2026 11:19 GMT
#156
Here is the explanation to end all debates with this...

Does the patch make the game more like StarCraft? (Yes, the original StarCraft, BroodWar.)

StarCraft 2 should 100000000000% absolutely play more like StarCraft 1, I don't care what any of you say or think really and I don't think it can be realistically argued because of this.

StarCraft is StarCraft

Therefor StarCraft should play like StarCraft

Does this patch make SC2 play more like StarCraft ?

If the answer is yes, then you should always follow suite, there is no grounds for argument, at all, ever, no matter what.

Is there more balancing / tweaking / bug fixing to be done? Yes.

Does it play more like StarCraft? If the answer is yes, then you must acquit.

Ladies and Gentleman of this supposed jury, this is Chewbacca, Chewbacca lives on planet Endor.

Why does a 7-foot tall Wookie live on a planet with a bunch of 3-foot-tall Ewok's.

That just does not make sense, if it plays more like StarCraft, you must acquit.
AKA: TelecoM[WHITE] Protoss fighting
Balnazza
Profile Joined January 2018
Germany1351 Posts
June 14 2026 11:44 GMT
#157
On June 14 2026 20:19 TelecoM wrote:
Here is the explanation to end all debates with this...

Does the patch make the game more like StarCraft? (Yes, the original StarCraft, BroodWar.)

StarCraft 2 should 100000000000% absolutely play more like StarCraft 1, I don't care what any of you say or think really and I don't think it can be realistically argued because of this.

StarCraft is StarCraft

Therefor StarCraft should play like StarCraft

Does this patch make SC2 play more like StarCraft ?

If the answer is yes, then you should always follow suite, there is no grounds for argument, at all, ever, no matter what.

Is there more balancing / tweaking / bug fixing to be done? Yes.

Does it play more like StarCraft? If the answer is yes, then you must acquit.

Ladies and Gentleman of this supposed jury, this is Chewbacca, Chewbacca lives on planet Endor.

Why does a 7-foot tall Wookie live on a planet with a bunch of 3-foot-tall Ewok's.

That just does not make sense, if it plays more like StarCraft, you must acquit.


Bit of offtopic, but if you like the original Starcraft, there is a game you should totally check out. You would be surprised how much it feels and plays like the original Starcraft, even the graphics are kind of similiar. It is a bit tricky to get though. First you have to download something called "BattleNet Launcher". There you can purchase, for really cheap bucks actually, a game called "Starcraft: Remastered". It's amazing how much it captures the gameplay of the original Starcraft!

...or in other words: Warcraft Orcs&Humans is Warcraft, therefore every other Warcraft should play like it. And how much did Blizzard fail in that jobs? Why are there Heroes, Air Units and asymetrical races in WC3? And where are my goddamn roads that need to connect every building, why can workers just randomly walk around? Who wants to play shit like that?

Or in even other words: WarCraft is the original (...)Craft from Blizzard, therefore StarCraft should play more like WarCraft. How can Koreans even enjoy this atrociously bad (...)Craft game that failed so much in being like the original? We need to adress this immediately. Again, WHERE are my goddamn roads????
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
ejozl
Profile Joined October 2010
Denmark3538 Posts
June 17 2026 19:54 GMT
#158
On June 03 2026 11:01 Yoshi Kirishima wrote:
Show nested quote +
On June 03 2026 04:18 WombaT wrote:
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

Mass Raven did somewhat suck though

The current is very niche, partly with tech lab requirements that cut into medivac and Viking production, hence you only tend to see ravens as part of openers in general and it simply becomes to awkward to integrate them

I dunno how you fix that. But I think it would be great if Terrans could more flexibly use ravens, without buffing them all that much.

If you could build them from a regular starport (unreactored) provided you have say, an armoury also they probably become way easier to fit in. Not a concrete recommendation, a suggestions

They feel a good unit, but awkward. They’ve a lot of theoretical utility but unless you actively open for a few and hope they don’t die, or go super late (and basically only in TvT) they’re an awkward unit to fit in

Ravens could be super useful to throughout a game, but you need ravens, and the ability to make them. Almost every other unit in the game if you’ve unlocked it on the tech tree and your buildings don’t get blown up, you can make them. Wanna make ravens you have to actively sac reactors on Starports and in all likelihood you will just die cutting those corners



I'm not saying to bring mass Ravens back as a go-to strategy, but that the Raven's redesign was an overreaction and went way too much into a niche unit you only get 1-3 of in TvZ. It's the only spellcaster Blizzard decided to design into being a unit you only get 1-2 of (in their words).

Making it into such a niche unit means that the Ghost has to fulfill all the "lategame spellcaster" roles in the TvZ matchup. Making it less interesting because instead of having to choose Ghosts or Ravens, or having to get tech to get both or switch between both in the lategame, you simply mass one of them.

Maybe if they make Matrix 10 range instead of 9 range, it might see some niche use against Vipers, but since it's only 9 range Vipers can abduct if they come up. And ultimately it's still stronger to just EMP them instead.

That said, I don't think disabling units is the best design (even if it is Starcraft-y), and I don't really like anti armor missile either (not very Starcraft-y, overly favors low damage fast firing units, and messed with TvP balance). I much preferred the old Raven and PDD, which was such a Terran-y ability with its positional and defensive capabilities. I always believed they overlooked the true reason why PDD was broken design wise. PDD allowed you to put down just 1 PDD to block 20 projectiles at once. This means that you could put 1 PDD at a time and even if you chase them down across the map or if you try to run away, the Ravens can just drop 1-2 PDD at a time with no commitment.
If it was redesigned so that each PDD can only block 2-3 projectiles per second for example, you'd need to put down 10 PDDs if you want to block 20 Corruptors' shots at once, which is a huge energy drain and allows the counterplay of simply backing off until the PDDs expire in 15-20 secs, or re-engage somewhere else.

In smaller numbers or in the early to mid game, 1 PDD being able to still block 20 projectiles over 7-10 secs (if able to block only 2-3 projectiles per second) is still significant. If your opponent's army has 20 Stalkers for example, you'd still be reducing their dps by ~15-20% over 7-10 seconds, and the amount of dps reduction decreases as the opponent's army out scales your Raven count unless you commit to massing Ravens which you then drain their energy by being interactive and forcing them to burn PDDs in one place then go attack elsewhere.

I always felt what they did to Seeker Missile is silly too. It was an ability that, similar to PDD, you could avoid by backing off or engaging elsewhere. Like a bio army poking a protoss making them burn storms until you commit to a real fight. Then the community said the ability was too useless, so they kept buffing it to the point that it became reasonably realistic to land mass AOE nukes on your opponent (to be fair, progamers always underestimated the damage and often tanked them instead of retreating even if they'd lose some units while being chased down). Then, instead of just realizing they messed up turning it from a zoning ability into a high damage aoe nuke and reverting the buffs, they decided the damage was the issue and changed it to the early versions of AA missile where it still did like 5 damage. Which of course, still got massed because any aoe damage nuke that can be used reliably is incredibly strong in a game like SC2. And then, as if they still didn't realize the issue was the reliable damage and not the amount of damage, they got rid of the damage entirely making it simply reduce your armor..

I feel like this happened to the auto turret too, and many other SC2 changes. Understandably, as the dev/balance team changed over the years, they wouldn't have the full context of how things reached the point it did. But it's still disappointing feeling that patches seem to forget why certain things became broken, and instead of reverting those changes and trying to keep the original concept which worked, they keep straying further from the original vision.

Show nested quote +
On June 03 2026 08:53 ETisME wrote:
On June 03 2026 03:40 Yoshi Kirishima wrote:
Don't forget part of the reason Ghost ended up becoming so strong TvZ is because they gutted the Raven as a spellcaster especially in TvZ. Other than having 1-3 for detection or AA missile, you don't use it as a lategame spellcaster the way you do with any of the other race's spellcasters.

Matrix being a powerful single target spell made it potent in TvP and TvT but basically never see it in TvZ.

wasn't mass ghost /snipe a thing since WoL? Only reason why raven took over is it did an even better job, easier to land key spells, maneuver and more uses like worker harass etc.


Yes, mass snipe was OP early WoL until MVP showcased it against Nestea in a high visibility Blizzcon match where he evaporated Nestea's ultra/BL army. It got nerfed but was always potent, and as a high damage energy ability that does massive damage we know from history they probably still didn't abuse ghosts enough post-nerfs (probably because they found the Raven to be even more OP).
LotV was interesting where snipe had more of a delay, and could be cancelled if they take damage. But ended up doing a lot of damage again, so it became volatile and thus very potent if you can get snipes off. Getting the energy refunded on cancel was a big buff too, it made having the spell cancelable a small downside to doing a lot of damage again after the WoL nerfs.

The mana return on cancel for snipe was dumb, it's exactly this that makes it a rapid fired, no think spell. Before you were screwed if you did a bad snipe, but at the same time you are rewarded when doing it right. Then came the cancel upon leaving range, which makes it even more complicated, they should keep it simple but powerful. IMO, it should be the original channeled snipe, but only 7 range, and have it so dmg doesn't even cancel it. Ghost range to 7, but not the ridiculous dmg buff. Make it 2 supply, but if it needs further nerfing, then make it run slower, or bring back mobius reactor and emp researches.

For the raven, the old one was just cooler. It was a reason for me to off race as terran.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Lorch
Profile Joined June 2011
Germany3703 Posts
June 18 2026 11:12 GMT
#159
So is this gonna be on PTR forever and never make it to live or what?
Waiting for this to drop to play some SC2 again, I have played <50 games in the last 10 years, but 8 worker sounds exciting!
JimmyJRaynor
Profile Blog Joined April 2010
Canada17788 Posts
Last Edited: 2026-06-18 15:50:44
June 18 2026 14:03 GMT
#160
Blizzard has to decide what it wants SC2 to be. Previous game designers like David Kim, Dustin Browder, Tim Morten lean towards a fast opening game where important conflicts and major economic decisions start in the first two minutes of the game. OR do they want a slow start like Brood War. The game can't be both.

For me, I played Brood War and when I got bored of the slow openings I played C&C. You can't make 1 game that satisfies both preferences. You're not going to capture the Brood War purists and the Red Alert 3 lovers with 1 game.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
mathphyswithvic
Profile Joined April 2024
18 Posts
June 19 2026 02:42 GMT
#161
is there any eta when we will have those changes?
Antithesis
Profile Joined August 2010
Germany1263 Posts
June 19 2026 03:45 GMT
#162
StarCraft II 5.0.16 PTR Update, June 19, 2026
Mutation complete.
Kreuger
Profile Joined October 2011
Sweden983 Posts
June 19 2026 06:54 GMT
#163
Warpgate research back to core and cost from 50/50 to 25/25

Reduced shieldbattery aswell


Ghost dmg down 20->15


Lets see how this plays out
ejozl
Profile Joined October 2010
Denmark3538 Posts
Last Edited: 2026-06-19 08:47:16
June 19 2026 08:44 GMT
#164
There's no need to see it play out, I don't want to see pros playing on a patch that does this, in a vacuum how is this fair, exactly?:
Larva spawn rate increased from 10.7s to 9s.
Queen mineral cost decreased from 175 to 150.

Unit warp-in time slowed from 3s (PTR1) to 4s.
Transform to Warpgate cost is 25/25 from 50/50 (PTR1).


In reality if warp gates are supposed to cost 25/25, then queens should cost 175/25, tech labs 75/50 and reactors 75/75. In fact Protoss produce more warp gates than Queens, tech labs and reactors, so I just don't understand it.
And then there's also a nerf to defensive shield battery, hello?

Please stop making Protoss hating patches, and let's do weekly tournaments on more balanced patches, thank you. Patches or Greenert mod are probably more balanced than this, they also shake up the game a whole lot more, if that's what you wish for.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2026-06-19 09:37:49
June 19 2026 09:34 GMT
#165
"Fixed an issue where Auto-Turret did not receive Terran Structure Armor upgrades."

Hell yes. That was one of the stupidest most unfortunate changes that were made only because of the constant fuck ups the balance council did with the Raven and then they overreacted. This barely affects pro play, but still makes it a slightly better wall for mech pushes that might have this upgrade.

Reverting Queen mineral cost is fine but they need to pair it with Hatch also reverting to 300 minerals.
Else keep it the same.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
BlackEyed
Profile Joined October 2024
37 Posts
June 19 2026 09:34 GMT
#166
Man, I was already hoping they’d actually fix the game instead of just slapping on band-aids. I figured that if the developers were experimenting with worker counts, they might finally pay attention to some of the other critical issues as well. Maybe they'd rework Queens, or give Zerg a proper T1 anti-air unit.

But nope. It took them three weeks just to move an upgrade back from the Gateway to the Cybernetics Core. And now they’re once again suggesting that players mass Queens. Well, I guess my expectations are my own problem.
ProTech
Profile Joined November 2010
United States493 Posts
June 19 2026 11:49 GMT
#167
On June 19 2026 18:34 BlackEyed wrote:
Man, I was already hoping they’d actually fix the game instead of just slapping on band-aids. I figured that if the developers were experimenting with worker counts, they might finally pay attention to some of the other critical issues as well. Maybe they'd rework Queens, or give Zerg a proper T1 anti-air unit.

But nope. It took them three weeks just to move an upgrade back from the Gateway to the Cybernetics Core. And now they’re once again suggesting that players mass Queens. Well, I guess my expectations are my own problem.



It's called play testing for a reason, and the game feels pretty good in my experience. If you started your career in lotv you'll probably not like the changes, but much like how we old patch players had to get used to whatever you'd even call this economy in lotv, lotv players will have to get used to low eco.
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-06-19 12:11:45
June 19 2026 12:11 GMT
#168
New patch looks great. Why 8 workers instead of 6 though? Would love if reasoning was attached to patch notes.
Remember that we all come from a place of passion!!
Necr0KAM
Profile Joined June 2026
5 Posts
June 19 2026 12:55 GMT
#169
Good point, macro mechanics aka queen/mule/chrono should be optional choices rather than must have in every game.

Queens ~175-200m 50g and orbitals ~75-100m 75-100g with 75m 75g techractors sound rational.

As for Zerks; Hydras should just back to T1 with more expensive HDen costs as intended.
TelecoM
Profile Blog Joined January 2010
United States10834 Posts
June 19 2026 15:26 GMT
#170
When does it actually go live? And no more PTR? lol
AKA: TelecoM[WHITE] Protoss fighting
BisuDagger
Profile Blog Joined October 2009
Bisutopia19383 Posts
June 19 2026 17:05 GMT
#171
On June 19 2026 21:55 Necr0KAM wrote:
Good point, macro mechanics aka queen/mule/chrono should be optional choices rather than must have in every game.

Queens ~175-200m 50g and orbitals ~75-100m 75-100g with 75m 75g techractors sound rational.

As for Zerks; Hydras should just back to T1 with more expensive HDen costs as intended.

Agreed. Queens shouldn't be easier to make. Let's get hydras back.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
CicadaSC
Profile Joined January 2018
United States1985 Posts
Last Edited: 2026-06-19 22:11:40
June 19 2026 22:11 GMT
#172
On June 19 2026 21:55 Necr0KAM wrote:
Good point, macro mechanics aka queen/mule/chrono should be optional choices rather than must have in every game.

Queens ~175-200m 50g and orbitals ~75-100m 75-100g with 75m 75g techractors sound rational.

As for Zerks; Hydras should just back to T1 with more expensive HDen costs as intended.

So... We're bringing back auto injects just without the queen? I don't know chief...
Remember that we all come from a place of passion!!
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
Last Edited: 2026-06-19 23:04:39
June 19 2026 23:02 GMT
#173
"Various Warpgate Gateway Train time adjustments." leaves a lot to be desired for the patch notes
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TeamMamba
Profile Joined June 2025
277 Posts
June 20 2026 02:35 GMT
#174
One change that needs to be made is mules. Put a cooldown on that to prevent mule hammer. Or made it so the others races can stack chronos and injects
Necr0KAM
Profile Joined June 2026
5 Posts
June 20 2026 07:18 GMT
#175
On June 20 2026 07:11 CicadaSC wrote:
Show nested quote +
On June 19 2026 21:55 Necr0KAM wrote:
Good point, macro mechanics aka queen/mule/chrono should be optional choices rather than must have in every game.

Queens ~175-200m 50g and orbitals ~75-100m 75-100g with 75m 75g techractors sound rational.

As for Zerks; Hydras should just back to T1 with more expensive HDen costs as intended.

So... We're bringing back auto injects just without the queen? I don't know chief...


No auto injects, Queen or more hatches like in BW, optional choices as intended.
SC-Shield
Profile Joined December 2018
Bulgaria874 Posts
June 20 2026 09:08 GMT
#176
Blizzard isn't doing enough to keep players aside from 1vs1 changes.
For team games you:
- wait up to 6 minutes to find a game
- get matched unevenly sometimes (e.g. 1 diamond + 1 bronze + 1 silver vs 1 diamond + 2 platinums)
- team killers and non-cooperative players don't get punished (there needs to be some sort of feedback that punishes such players), you can get even matched with the same such player 2-3 games in a row and your MMR just tanks

Small fixes that can keep casual players playing without touching any of 1vs1 balance.
Balnazza
Profile Joined January 2018
Germany1351 Posts
June 20 2026 12:25 GMT
#177
On June 20 2026 18:08 SC-Shield wrote:
Blizzard isn't doing enough to keep players aside from 1vs1 changes.
For team games you:
- wait up to 6 minutes to find a game
- get matched unevenly sometimes (e.g. 1 diamond + 1 bronze + 1 silver vs 1 diamond + 2 platinums)
- team killers and non-cooperative players don't get punished (there needs to be some sort of feedback that punishes such players), you can get even matched with the same such player 2-3 games in a row and your MMR just tanks

Small fixes that can keep casual players playing without touching any of 1vs1 balance.


How are these "small fixes"?
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
tigera6
Profile Joined March 2021
3513 Posts
June 20 2026 15:12 GMT
#178
Was this patch played in the GSL CK today? Saw 3 Zerg 3-0 their opponent (Classic herO and Clem), so yeah this is not a good look.
Athenau
Profile Joined March 2015
589 Posts
June 20 2026 15:20 GMT
#179
On June 21 2026 00:12 tigera6 wrote:
Was this patch played in the GSL CK today? Saw 3 Zerg 3-0 their opponent (Classic herO and Clem), so yeah this is not a good look.

No, it's fine. Let's push this to live and then in nine months or so we can enjoy a spirited debate about how large the next hydra buff should be.
Charoisaur
Profile Joined August 2014
Germany16086 Posts
June 20 2026 15:46 GMT
#180
I can only laugh about this at this point, the balance team has completely lost the plot.
I quit the game anyway, so it doesn't bother me that much,but sad for the people still passionate
Many of the coolest moments in sc2 happen due to worker harassment
Agh
Profile Blog Joined July 2010
United States1098 Posts
June 20 2026 15:48 GMT
#181
I think at this point it's safe to say the economy changes aside from the mineral patch rebalancing has been a failed experiment.
Doesn't add any value, just detracts.

The random decision to power creep zerg's larva was one of the most asinine things I've ever read, especially with no additional changes (aside from a queen cost revert which is even more ludicrous in conjunction).
Doesn't fall into the realm of oversight, it's just utter incompetence.

I think gateway build times post research has been an interesting experiment (current construction times are quite wild with how quick they are), but then on the other hand we've landed on a triple nerf to warpgate is most cases... The base research increase, cost resource per gateway, every unit except for stalker and sentry actually has a 2-3second longer cooldown.

If this is the chosen path it makes more sense to just axe the idea of warp-ins altogether. Myself and others have given several alternatives that create a much more cohesive experience.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
bela.mervado
Profile Joined December 2008
Hungary415 Posts
June 20 2026 15:49 GMT
#182
let the meta settle
Athenau
Profile Joined March 2015
589 Posts
June 20 2026 15:55 GMT
#183
On June 21 2026 00:49 bela.mervado wrote:
let the meta settle

Yes, I agree. There's so many exciting nuances to the ZvZ meta that have yet to be explored. And I'm sure that in the months to come many of them will be unveiled. I can't wait.
fLyiNgDroNe
Profile Joined September 2005
Belgium4115 Posts
June 20 2026 18:59 GMT
#184
On June 21 2026 00:12 tigera6 wrote:
Was this patch played in the GSL CK today? Saw 3 Zerg 3-0 their opponent (Classic herO and Clem), so yeah this is not a good look.


https://x.com/Reynor02/status/2068332800587989282
Drone is a way of living
NeWHoriZonS
Profile Joined April 2018
57 Posts
June 20 2026 19:21 GMT
#185
Protoss - 4600 mmr
~30 games on PTR 2, mostly against Zergs (like, 20 times out of 30), +100 on PTR 1

The larva change is bonkers, no way around it
Even Z pros are saying it is
During a game I killed 23 drones with a 10 adepts pressure, and the guy still have 72 drones vs my 60 lmao, what am I supposed to do

The WG change is obviously way better than the monstrosity we had before, but unlike some people are trying to make you think, it's still a nerf compared to the live version
"but you can prod faster with it after 3 cycles"
Yeah no thanks I'd rather have mobility with the warp in mechanic and not have to pre build units for potentially nothing
The potential use cases are way too niche for this change to be worth it
Harstem explained it pretty well in his video, this change is just a bad idea imo

Regarding the 8 workers start I'm also not convinced still, I simply don't see the point of it
The games are slower and don't bring any kind of strategic variety
I can already manage most bs my opponents throw at me so we're already past the "discover new cheeses" point and games are already the same as before
Except they're slower ¯\_(ツ)_/¯

Don't touch the worker count, don't change WG
It's stupid and the only people who want it are the ones not playing the game
SC-Shield
Profile Joined December 2018
Bulgaria874 Posts
Last Edited: 2026-06-20 22:27:41
June 20 2026 22:22 GMT
#186
On June 20 2026 21:25 Balnazza wrote:
Show nested quote +
On June 20 2026 18:08 SC-Shield wrote:
Blizzard isn't doing enough to keep players aside from 1vs1 changes.
For team games you:
- wait up to 6 minutes to find a game
- get matched unevenly sometimes (e.g. 1 diamond + 1 bronze + 1 silver vs 1 diamond + 2 platinums)
- team killers and non-cooperative players don't get punished (there needs to be some sort of feedback that punishes such players), you can get even matched with the same such player 2-3 games in a row and your MMR just tanks

Small fixes that can keep casual players playing without touching any of 1vs1 balance.


How are these "small fixes"?


Do you really think they are not? For example, if you get vote kicked in Counter-Strike a lot, you get a ban at some point.
If enough players report/vote that you're not co-operative enough in team games or that you team kill, I believe you should get banned from ladder games. If you did that in 2vs2, you get banned in 2vs2. I believe it used to be exponential in CS where the more you get kicked/banned, the longer period becomes.

As for long wait, I don't want to wait 6 minutes only to be matched in a one-sided game. After all, I play a team game to relax, not to carry team. If I wanted to play hard, there is 1vs1 for that. I want team to do equally well ideally, skill difference shouldn't be too significant. I don't know how Blizzard does it, but the current system doesn't work. The current matchmaking from my point of view results in people almost never scouting, building whatever they want (e.g. mass voids) and then complaining. If this sounds like fun experience with added 6 minutes wait time, then please go ahead and play more team matchmaking.
Balnazza
Profile Joined January 2018
Germany1351 Posts
June 21 2026 02:56 GMT
#187
On June 21 2026 07:22 SC-Shield wrote:
Show nested quote +
On June 20 2026 21:25 Balnazza wrote:
On June 20 2026 18:08 SC-Shield wrote:
Blizzard isn't doing enough to keep players aside from 1vs1 changes.
For team games you:
- wait up to 6 minutes to find a game
- get matched unevenly sometimes (e.g. 1 diamond + 1 bronze + 1 silver vs 1 diamond + 2 platinums)
- team killers and non-cooperative players don't get punished (there needs to be some sort of feedback that punishes such players), you can get even matched with the same such player 2-3 games in a row and your MMR just tanks

Small fixes that can keep casual players playing without touching any of 1vs1 balance.


How are these "small fixes"?


Do you really think they are not? For example, if you get vote kicked in Counter-Strike a lot, you get a ban at some point.
If enough players report/vote that you're not co-operative enough in team games or that you team kill, I believe you should get banned from ladder games. If you did that in 2vs2, you get banned in 2vs2. I believe it used to be exponential in CS where the more you get kicked/banned, the longer period becomes.

As for long wait, I don't want to wait 6 minutes only to be matched in a one-sided game. After all, I play a team game to relax, not to carry team. If I wanted to play hard, there is 1vs1 for that. I want team to do equally well ideally, skill difference shouldn't be too significant. I don't know how Blizzard does it, but the current system doesn't work. The current matchmaking from my point of view results in people almost never scouting, building whatever they want (e.g. mass voids) and then complaining. If this sounds like fun experience with added 6 minutes wait time, then please go ahead and play more team matchmaking.


I would assume that the big problem is that not many people play RT 2v2. So if you "fix" the matchmaking in terms of teaming up, you will inevitably increase the time you have to wait - up to basically infinity (because if you are annoyed with bad teams after 6min, how annoyed would you be after 15/25/60 and so...).
So yes, it is an easy fix to make the teams fairer, but you can't fix waiting times like this.

And while I agree with you that any kind of moderation is always good for a game, I would assume Blizzard is not investing much manpower (if any) into the moderation of SC2. So you might leave it to the whims of an AI if your teammate, who reported you because he thinks he lost because of you, gets you banned or not.
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
WSH32
Profile Joined May 2026
11 Posts
June 21 2026 03:03 GMT
#188
FUCK THE BALANCE COUNCIL, ALL THE FUCKING MENBER OF THIS TEAM SHOULD HAVE TO BE KILLED WITH ALL THIER FAMILIES; JUST FUCKING NERF TERRAN AND FUCKING POWERED UP ZERG FOR NUMBERS OF TIMES, WHY DONT YOU JUST DELETE THE FUCKING TERRAN AS LONG AS THE FUCKING ZERG PLAYERS MATCHED UP WITH A NON-ZERG PLAYER. KILL YOUR SELF MOTHERFUCKERS, IF ANY NERF THAT WILL BE IMPLEMENT FIANLLY, THIS FUCKING GAME IS DONE, NO NEED TO WASTE A SINGLE SECOND OF MY LIFE ON THIS BULLSHIT ANYMORE. I HOPE THE GUY WHO MADE THE PATCH IN RECENT FIVE YEARS BETTER BE SLAUGHTERED BY MY FUCKING AXE.

User was banned for this post.
Kreuger
Profile Joined October 2011
Sweden983 Posts
June 21 2026 05:17 GMT
#189
Seems hatch got more expensive 275->300 and larvaspawn slightly slower 9s->9,4-5

Any other small adjustement since yesterday?
Poopi
Profile Blog Joined November 2010
France13017 Posts
June 22 2026 06:29 GMT
#190
The patch seems very bad on tournaments. I did not try to play it, as I find live patch more enjoyable (albeit not perfect, the bunker refund nerf is very silly, and there are basically no real early aggro options in the TvX matchups).
There was a former French streamer (with illegal political views) that insulted the likes of ToD because there is a 8 worker patch (and he was an « advocate » of it) so he was right to argue for it bla-bla-bla, but as expected, this change is particularly bad -> less interaction, just more boring early game

Who the hecks come up with this patch if there is no balance council anymore? What is the strategy behind the patch and why make a patch so bad even pro players benefitting from it are complaining? (Ex. Pro zergs)
WriterMaru
Kreuger
Profile Joined October 2011
Sweden983 Posts
June 22 2026 07:16 GMT
#191
As far as I know there is a group of active players that gives input etc on the patch to I assume a group at blizzard. If they should be namnet balance council or not no idea
ejozl
Profile Joined October 2010
Denmark3538 Posts
June 22 2026 14:52 GMT
#192
They should remove the ability to warp the gates, improve them, just so we can strike the balance of them being viable - then, AFTER we can put in WG with a cost. That's if he still wanna pursue the idea.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Mizenhauer
Profile Blog Joined February 2015
United States1955 Posts
June 22 2026 15:47 GMT
#193
On June 21 2026 11:56 Balnazza wrote:
Show nested quote +
On June 21 2026 07:22 SC-Shield wrote:
On June 20 2026 21:25 Balnazza wrote:
On June 20 2026 18:08 SC-Shield wrote:
Blizzard isn't doing enough to keep players aside from 1vs1 changes.
For team games you:
- wait up to 6 minutes to find a game
- get matched unevenly sometimes (e.g. 1 diamond + 1 bronze + 1 silver vs 1 diamond + 2 platinums)
- team killers and non-cooperative players don't get punished (there needs to be some sort of feedback that punishes such players), you can get even matched with the same such player 2-3 games in a row and your MMR just tanks

Small fixes that can keep casual players playing without touching any of 1vs1 balance.


How are these "small fixes"?


Do you really think they are not? For example, if you get vote kicked in Counter-Strike a lot, you get a ban at some point.
If enough players report/vote that you're not co-operative enough in team games or that you team kill, I believe you should get banned from ladder games. If you did that in 2vs2, you get banned in 2vs2. I believe it used to be exponential in CS where the more you get kicked/banned, the longer period becomes.

As for long wait, I don't want to wait 6 minutes only to be matched in a one-sided game. After all, I play a team game to relax, not to carry team. If I wanted to play hard, there is 1vs1 for that. I want team to do equally well ideally, skill difference shouldn't be too significant. I don't know how Blizzard does it, but the current system doesn't work. The current matchmaking from my point of view results in people almost never scouting, building whatever they want (e.g. mass voids) and then complaining. If this sounds like fun experience with added 6 minutes wait time, then please go ahead and play more team matchmaking.


I would assume that the big problem is that not many people play RT 2v2. So if you "fix" the matchmaking in terms of teaming up, you will inevitably increase the time you have to wait - up to basically infinity (because if you are annoyed with bad teams after 6min, how annoyed would you be after 15/25/60 and so...).
So yes, it is an easy fix to make the teams fairer, but you can't fix waiting times like this.

And while I agree with you that any kind of moderation is always good for a game, I would assume Blizzard is not investing much manpower (if any) into the moderation of SC2. So you might leave it to the whims of an AI if your teammate, who reported you because he thinks he lost because of you, gets you banned or not.


I've had to sit through 20-30 minute queues in 2v2 before and I can say I'd rather get an actual game than wait 15 minutes and get teamkilled.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Kreuger
Profile Joined October 2011
Sweden983 Posts
Last Edited: 2026-06-22 19:25:36
June 22 2026 19:01 GMT
#194
Seems mpatch is live on NA with 8 worker start

No idea if there are changes though from yesterday

https://news.blizzard.com/en-us/article/24259080/starcraft-ii-5-0-16-patch-notes

Zerg
Periodic spawn rate increased from 10.7 seconds to 9.5 seconds.
Cost increased from 275 to 300. <- Hatchery
Think Queen is at 175 instead of 150 aswell
Husyelt
Profile Blog Joined May 2020
United States839 Posts
June 22 2026 20:29 GMT
#195
hey guys, i havent followed sc2 in a long time, but im actually mad no one consulted my opinion on pushing this patch through. please dont make this mistake again. ill be refreshing this thread nearly 24/7 for a few days to get to the bottom of things. first of all, buff zealot base speed by 25% to make them legit scary early game so protoss can bully around and establish dominance. thank you and again ill be around
You're getting cynical and that won't do I'd throw the rose tint back on the exploded view
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