TL Poll: How do you feel about the 5.0.16 PTR balance chan…
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TL.net Bot
TL.net136 Posts
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ejozl
Denmark3498 Posts
eco changes are in the right direction. | ||
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depressed1
53 Posts
This is a very self-serving, selfish patch. I'm sorry. | ||
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axi
3 Posts
Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay. The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing. But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door. SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin. | ||
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Agh
United States1052 Posts
Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes. Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated. Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era) Very disappointed this is the 'phase 1 feeler' patch they came up with | ||
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WombaT
Northern Ireland26967 Posts
On May 30 2026 19:25 Agh wrote: Should just implement everything stormgate had going for it. (Mainly referring to control group binds. Eg. Being able to set up customizable selection/be able to omit things from it. )... But might as well go further and do the whole command card automation. Hell do the right click and drag spread/arc thing too. Think it's wild that you can't remove an overseer/observer/medivac/etc from all army selection in 2026. Also make the rapid fire keybind setup a default option for the game. Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes. Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated. Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era) Very disappointed this is the 'phase 1 feeler' patch they came up with Implementing the UI tweaks Stormgate and other modern RTS games have made is a no-brainer for me, presuming it’s non-trivial to do Lemme customise unit priority dagbabbit! | ||
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baldgye
United Kingdom1108 Posts
- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit - but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style... The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there... | ||
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Creager
Germany1940 Posts
On May 30 2026 16:45 ejozl wrote: balance and qol changes mostly suck. eco changes are in the right direction. Second this. I particularily dislike the dumbing-down of the game disguised as QoL. Further and further accommodating F2-using players without drawbacks is just bad. | ||
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jimminy_kriket
Canada5533 Posts
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SC-Shield
Bulgaria854 Posts
On May 30 2026 20:54 baldgye wrote: I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but - macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit - but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style... The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there... I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely. | ||
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baldgye
United Kingdom1108 Posts
On May 31 2026 05:46 SC-Shield wrote: I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely. Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins. Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready | ||
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TelecoM
United States10743 Posts
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bycrazingby
17 Posts
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BronzeKnee
United States5221 Posts
On May 30 2026 17:41 depressed1 wrote: And we are going to watch +1 or +2 additional minutes of nothing at the game. No, because I am going to scout you, and then all-in. The game will be all action from there. | ||
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Arghmyliver
United States1078 Posts
+ Show Spoiler + | ||
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Whiztard
United States237 Posts
Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok. For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc? Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders. | ||
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WombaT
Northern Ireland26967 Posts
On June 07 2026 13:45 Whiztard wrote: They change Protoss so much more than any other race. Super major changes: Mothership Core, Pylon Overcharge, Mothership Core removal, Nexus Overcharge, Shield Battery, then Warpgate. Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok. For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc? Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders. It’s almost like Toss has some pretty fundamental issues which need held together by sticking plasters and a prayer | ||
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Maksim2010
44 Posts
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Harris1st
Germany7221 Posts
On May 31 2026 16:45 baldgye wrote: Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins. Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready Since we 3,8k plebs have some floating minerals anyway, it will always be better to just build 2+ more gates (that wouldn't be affordable with good macro) and then go from there with warpins. | ||
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Trick_Worldliness_21
1 Post
On May 30 2026 18:21 axi wrote: Blizzard looked at a skyscraper teetering on collapse and decided to blow up the foundation. This isn’t a “balance patch”—it’s a catastrophic demolition of SC2’s core DNA. The 5.0.16 PTR doesn’t iterate; it obliterates. Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay. The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing. But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door. SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin. why does it feel like you had ChatGPT write this for you | ||
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Moonerz
United States462 Posts
If I believed this new direction could be fleshed out and given the care it needs then maybe but we all know that's not the case. | ||
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ProTech
United States444 Posts
Far as the ECO changes are concerned, literally is what the game needs. LOTV eco changes were by far the worst thing they could have ever done to the game, so I'm happier than a pig in shit to see the game go back to the ceiling in terms of skill. | ||
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BaiZhuZhu
18 Posts
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BaiZhuZhu
18 Posts
On May 30 2026 19:48 WombaT wrote: Implementing the UI tweaks Stormgate and other modern RTS games have made is a no-brainer for me, presuming it’s non-trivial to do Lemme customise unit priority dagbabbit! HAHA THE OLD FANS OF SC2 WILL NEVER ALLOW ANY CHANGES LIKE THAT | ||
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