We will continue to monitor the patch and make further changes if necessary.
Also promising that they threw this in here considering we didn't get much else the first go-around.
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BluemoonSC
SoCal8933 Posts
We will continue to monitor the patch and make further changes if necessary. Also promising that they threw this in here considering we didn't get much else the first go-around. | ||
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Rujasu
4 Posts
It's nice that they're monitoring, but I'd love to know where this monitoring is happening. Apparently the EU Bnet forums don't even have a bug report section? | ||
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Charoisaur
Germany16086 Posts
don't think it's enough though, would prefer if they make the abilities energy based again, a problem is how spammable they are | ||
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faTEmOosie
Russian Federation6 Posts
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Poopi
France13015 Posts
On July 01 2026 03:12 BluemoonSC wrote: Genuinely surprised (and delighted) to see that they hotfixed so quickly. Also promising that they threw this in here considering we didn't get much else the first go-around. Pleasantly surprised as well. But WHO is they? Who are them and for how long will they have this « burst of activity » to Classic games before going back to more lucrative ventures | ||
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WGT-Baal
France3520 Posts
On July 01 2026 00:58 BluemoonSC wrote: Show nested quote + On June 30 2026 20:51 Elentos wrote: None of the build timings I've become accustomed to for the past 10 years add up and everything is just off. That's completely to be expected, especially if you haven't been looking up build orders because of the 8 worker start. Your internal clock will need to adjust to the speed of the new economy and corresponding build orders. This is one of the reasons I'm not a huge fan of 8 workers going live because there will inevitably be returning players that want to come back and check it out. But, expecting new players to come back and remain engaged is a tough sell when you have to relearn every single timing. This is also one of the reasons I don't think they care. If you weren't engaged at the time of the patch you're probably not gonna suddenly care. It depends, for people like me who quit a while ago, i don't know any timings from LotV anyway because i always hated the 12 worker start and all the new lotv units/abilities. But now i played a few and i can wing P like i play it in BW for the early game, several veterans on this forum (telecom etc) also echoed the sentiment and, small sample size for sure, several of my bw clan mates or IRL friends returned for this patch for the first time in years. Now it might not last because the problems we had with sc2 in the first place are not gonna change, but i don't think it ll be because of the timings. That said for people who stuck with the game, it is a major adjustment and I can see that population being more important to the survival of the game than folks like me who have been playing the same old game for 30yrs now | ||
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Vision_
877 Posts
I ve done this video 8 years and half ago... It s the time for being understand by younger people... | ||
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Poopi
France13015 Posts
![]() The good side of the patch though, is that I got a lot more zergs on ladder, only a few protoss, and barely 0 TvT Since I enjoy playing TvZ the most regardless of balance, that’s nice Pros having to play on this patch is rough though, the hot fixes aren’t solutions, the 8 worker start should be reverted and then work from there | ||
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Balnazza
Germany1346 Posts
On July 07 2026 05:09 Vision_ wrote: https://tl.net/forum/starcraft-2/554922-videos-with-9-workers I ve done this video 8 years and half ago... It s the time for being understand by younger people... Don't worry, neither young nor old people really understand your point <3 | ||
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TelecoM
United States10834 Posts
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michelvilsen
4 Posts
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michelvilsen
4 Posts
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Kreuger
Sweden981 Posts
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Agh
United States1096 Posts
On July 17 2026 03:18 Kreuger wrote: Looks like we got an update today, atleast its coming I see people joking that CC's only cost 300 minerals now. I'm not even surprised at this point | ||
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Kreuger
Sweden981 Posts
On July 17 2026 03:37 Agh wrote: Show nested quote + On July 17 2026 03:18 Kreuger wrote: Looks like we got an update today, atleast its coming I see people joking that CC's only cost 300 minerals now. I'm not even surprised at this point According to Heromarines twitter we have people playing NA saying CC is 300minerals and Ghosts are back to 2 supply "This is the updates from Steadfast's discord Supposed known changes that have been found in the editor: Command Center Cost: 400/0 -> 300/0 Ghost Supply: 3 -> 2 Colossus Damage: 10 (+5 vs light) -> 12 (+3 vs light) Adept ground attack upgrade bonus: +1 (+1 vs light) -> +2 (+2 vs light) Load All button removed from transports" take with a grain of salt though | ||
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THERIDDLER
Canada137 Posts
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Kreuger
Sweden981 Posts
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Kreuger
Sweden981 Posts
https://news.blizzard.com/en-us/article/24291949/starcraft-ii-5-0-16b-hotfix-patch-notes Protoss Colossus damaged increased from 10(+5 vs Light) to 12(+3 vs Light). Adept damage modifier per attack upgrade increased from 1(+1 vs Light) to 2(+2 vs Light). Gateway unit train time reduction bonus from researching Warp Gate increased from 40% to 50%. Gateway/Warpgate transformation duration is now always 4s (reduced from 7s and 5s). Disruptor phantom weapon range decreased from 11.35 to 7. Terran Command Center cost reduced from 400 to 300 minerals. Planetary Fortress cost increased from 150/150 to 250/150. Ghost Supply reduced from 3 to 2. Bug Fixes & Quality of Life Updates Load Nearby Transport ability reverted (we will look at re-introducing this at a later date). Gateway train visuals will no longer trigger if 'Effects' graphics options are set to low. Fixed an issue where workers interacted incorrectly with allied structures. Warpgates now have selection subgroup priority over Gateways. Warpgates and Gateways are now considered distinct units when issuing 'select all' commands. Gateways and Warpgates can now be issued orders to transform regardless of which is the primary subgroup selection. Reverted spawned Hallucinations inheriting their caster's order queue. Selection radius color is now distinct for primary subgroup selection when Colorblind mode is enabled. Fixed an issue in Team games where Cyclones could fail to deal damage to units detected by an ally. | ||
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Agh
United States1096 Posts
TvP late game already felt unloseable once you got there, now you're telling me I get a free orbital and an extra 10-20 army supply? lol ZvP needs some changes. Being able to ignore storm with banelings is a bit much. Even slow banelings (no hp upgrade) off creep can run through a storm. TvZ late game turtling is already a scourge on both the viewing and playing experience. This just exacerbates the situation even more. Extremely odd how they go from reducing workers while simultaneously deciding to do things like buff larva and reduce CC cost. ![]() | ||
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Archeon
3272 Posts
Just buff their midgame instead of their late imo, they are already strong late. Same reason I'm not a fan of the colossus buff, buff disruptors instead, colossi are fine. | ||
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