Blizzard has deployed the 5.0.16 patch for StarCraft II, with the controversial starting working count change and other balance tweaks from the PTR intact. The ladder maps were also rotated.
5.0.16 patch for SC2 goes live (8 worker start)
| Forum Index > SC2 General |
|
Waxangel
United States33671 Posts
Blizzard has deployed the 5.0.16 patch for StarCraft II, with the controversial starting working count change and other balance tweaks from the PTR intact. The ladder maps were also rotated. | ||
|
Vindicare605
United States16125 Posts
| ||
|
Poopi
France13011 Posts
We keep getting the short hand of the stick | ||
|
NeWHoriZonS
57 Posts
Literally everyone is saying this patch as a whole is a bad idea, from all races/kind of players This is genuinely the one patch that could break the game/split the community, it is so bad in so many ways it's insane We just threw 10 years of experience by the window for nothing Hopefully this is reverted VERY soon | ||
|
Telephone
United States149 Posts
| ||
|
doktordingerdonger
131 Posts
On June 23 2026 05:40 Vindicare605 wrote: LOL they have a whole ass PTR cycle for everything except a Random buff to Zerg that they push through with barely any time out of nowhere. Yup this is definitely the same balance team that pushed through the Cyclone Rework a couple cycles ago. bold of you to assume these balance changes arent straight out of chatgpt | ||
|
arwinter
2 Posts
| ||
|
CicadaSC
United States1980 Posts
Stop speaking nonsense like zerg is op. I bet none of you even played ptr. | ||
|
BluemoonSC
SoCal8933 Posts
watching protoss build a zealot early-game is like watching paint dry. | ||
|
Daloze
9 Posts
if you can't accept big changes to make sc2 exciting again, just accept game being done | ||
|
jimminy_kriket
Canada5539 Posts
And the changes at first glance, and based on what good players are saying are not balanced. I am excitedly hopping on as we speak but I really don't have high hopes. | ||
|
TeamMamba
268 Posts
Im convinced most of you complainers has never played the game | ||
|
HelpMeGetBetter
United States766 Posts
| ||
|
THERIDDLER
Canada137 Posts
| ||
|
jimminy_kriket
Canada5539 Posts
On June 23 2026 09:22 THERIDDLER wrote: The fact that the 90% of the community which all consists of protoss players are crying should tell you how unironically good this patch is. Nice math bruh. | ||
|
tigera6
3512 Posts
On June 23 2026 09:01 TeamMamba wrote: lol at all the whining about one Zerg buff. Zergs has been getting nerfs after nerfs for years (the Serral nerf effect) Im convinced most of you complainers has never played the game So you didnt happen to watch another ZvZ Final in the weekly tournament last night, right? 2 tournament in a row with the PTR where we have ZvZ Final and that is without Serral/Rogue. Yep, sounds like its you who dont have damn clue. | ||
|
CicadaSC
United States1980 Posts
On June 23 2026 11:44 tigera6 wrote: So you didnt happen to watch another ZvZ Final in the weekly tournament last night, right? 2 tournament in a row with the PTR where we have ZvZ Final and that is without Serral/Rogue. Yep, sounds like its you who dont have damn clue. No LOL it sounds like you have no clue. Everything on ptr for Zerg got nerfed. It's not that patch. Compared to PTR 2, queen nerfed, overlord speed nerfed, hatchery nerf, creep nerfed, larva rate nerfed. It's not that insane state you saw bruv. | ||
|
Waxangel
United States33671 Posts
| ||
|
mathphyswithvic
18 Posts
| ||
|
JimmyJRaynor
Canada17730 Posts
"90% of the players are Protoss. the other half are Terran and Zerg." , Yogi Berra , 1955 | ||
|
THERIDDLER
Canada137 Posts
90% protoss 5% T 5% Z math is hard for little protoss jimmies | ||
|
tigera6
3512 Posts
On June 23 2026 12:21 CicadaSC wrote: No LOL it sounds like you have no clue. Everything on ptr for Zerg got nerfed. It's not that patch. Compared to PTR 2, queen nerfed, overlord speed nerfed, hatchery nerf, creep nerfed, larva rate nerfed. It's not that insane state you saw bruv. They were nerfed from the previous PTR2 but still a buff from the original PTR with the 8 workers change, whats so hard to understand about that? Edit: And definitely a buff from the previous patch. Basically Hatch is more expensive but get more production, cheaper Carapace upgrade, better spell without research, un-nerf of the Viper. | ||
|
CicadaSC
United States1980 Posts
On June 23 2026 12:48 Waxangel wrote: I tend to take a wait and see approach to these kinds of things, but the Larva stuff seems like it might be an immediate issue from the limited competitions we've had thus far. Again, the larva change is not what we saw in those limited competitions... They nerfed it from the PTR 2 version. | ||
|
CicadaSC
United States1980 Posts
On June 23 2026 14:10 tigera6 wrote: They were nerfed from the previous PTR2 but still a buff from the original PTR with the 8 workers change, whats so hard to understand about that? Edit: And definitely a buff from the previous patch. Basically Hatch is more expensive but get more production, cheaper Carapace upgrade, better spell without research, un-nerf of the Viper. Maybe 1 buff to larva (weaker than PTR2) when you make hatchery cost more, creep spread slower, and overlord scouting slower isn't so bad? Especially if protoss can stabilize and normalize a build their production seems increased as well. Just saying. I would not be pitchforking just yet. We all agree it's a giant change and patch. That means it will take time for people to figure things out and a meta to settle. So people losing their minds? Especially when most Zerg changes on ptr 2 got either reverted or nerfed is... bizarre. | ||
|
Poopi
France13011 Posts
On June 23 2026 09:01 TeamMamba wrote: lol at all the whining about one Zerg buff. Zergs has been getting nerfs after nerfs for years (the Serral nerf effect) Im convinced most of you complainers has never played the game Zerg kept winning after multiple nerfs, hinting at how stronger than it needed it was for most of LotV ![]() As for the larva thing, they went from like 10.7s live to 9s in PTR2 to a random 9.5s in a hotfix, so probably still too strong + the 8 workers thing was silly and it showed pretty fast Terrible showing to not listen to any feedback and just push live for no reason | ||
|
CicadaSC
United States1980 Posts
On June 23 2026 14:37 Poopi wrote: Zerg kept winning after multiple nerfs, hinting at how stronger than it needed it was for most of LotV ![]() As for the larva thing, they went from like 10.7s live to 9s in PTR2 to a random 9.5s in a hotfix, so probably still too strong + the 8 workers thing was silly and it showed pretty fast Terrible showing to not listen to any feedback and just push live for no reason I mean... your argument is valid but a counterpoint would be Serral factor. Put Serral on any race and I bet he would be just as dominant, similar to how clem is arguably same level with his Protoss. I think the player pool is small enough we can unironically talk about "skill issue" in the same conversation as balance. | ||
|
Yoshi Kirishima
United States10380 Posts
Besides stuff like reverting the overlord speed closer to where it was before LotV etc. to match the reduced worker start. | ||
|
THERIDDLER
Canada137 Posts
On June 23 2026 14:59 CicadaSC wrote: I mean... your argument is valid but a counterpoint would be Serral factor. Put Serral on any race and I bet he would be just as dominant, similar to how clem is arguably same level with his Protoss. I think the player pool is small enough we can unironically talk about "skill issue" in the same conversation as balance. The funny thing is that in reality it actually is never "just serral". He has never won a single premier tournament as the only zerg in the ro8 (unlike maru, rogue, life etc) and has never off successfully off raced in a premier tournament (unlike reynor and clem). | ||
|
Poopi
France13011 Posts
On June 23 2026 14:59 CicadaSC wrote: I mean... your argument is valid but a counterpoint would be Serral factor. Put Serral on any race and I bet he would be just as dominant, similar to how clem is arguably same level with his Protoss. I think the player pool is small enough we can unironically talk about "skill issue" in the same conversation as balance. There is no Serral factor though, he does great when zerg does good, and while he is/was (depending on how active the scene still is) good in most eras, he didn’t carry his whole race (nor did he need to anyways) unlike Maru for terran, and Zest for protoss | ||
|
WombaT
Northern Ireland27250 Posts
| ||
|
tigera6
3512 Posts
On June 23 2026 14:27 CicadaSC wrote: Maybe 1 buff to larva (weaker than PTR2) when you make hatchery cost more, creep spread slower, and overlord scouting slower isn't so bad? Especially if protoss can stabilize and normalize a build their production seems increased as well. Just saying. I would not be pitchforking just yet. We all agree it's a giant change and patch. That means it will take time for people to figure things out and a meta to settle. So people losing their minds? Especially when most Zerg changes on ptr 2 got either reverted or nerfed is... bizarre. Thats like saying lets nerf Terran by making Bunker/Turret 25 mineral more expensive, giving Zerg less scouting speed and vision is a good thing, but that doesnt make up for the buff they got elsewhere. Imagine saying reducing Terran upgrade cost, make EMP higher range, give free Widow Mines upgrade, but lets reduce Medivac speed by 0.05, and reduce sensor tower range by 1, and see how that goes with people. With these change, Terran (and possibly Protoss) best chance it simply all-inning before Zerg can fully expand, because Zerg now can defend heavy pressure WHILE macro-ing up to good Drone count. Terran can be up 2 upgrade but doesnt mean shit because Zerg will get 90+ worker and keep making units. Its not worth it to go completely crazy over this, but its hasnt looked good base on what we have seen so far. All I know is that if both side play macro the same way before the patch change, Zerg will be in a BETTER position than before. | ||
|
Psz
Hungary57 Posts
Let me outline how a fair and productive patching process should look like if the goal is to maintain a playable version of the game instead of pleasing a few voices that are a bit too loud. Step 1: would be transparency, and people taking responsibility instead of staying unknown or distancing themselves from their contribution. Step 2: would be a community-voted balance team, preferably involving no (active) pro players or casters, who would openly discuss the rationale for changes and communicate the exact timeline of the implementation process. Step 3: would be leaving sufficient time for pros and the community to test changes through PTR tournaments (we had plenty) and atleast 2 weeks of testing for each iteration. Step 4: would be collecting and responding to feedback (we've had plenty of feedback, but zero response) to ensure that pro players, casters, and community as a whole is atleast somewhat happy with the changes. The current patch – however long it will remain in its current form – has already caused irreparable damage to the game and will continue to do so until it remains live, disregarding the efforts of tournament organizers and the unanimous opinion of pro players and casters, or the community speaking up against it. Whoever pushed this patch live or contributed to the process in any form – leaving less than 48 hours for the latest (ghost) iteration, while the community equivocally rejected most of the changes – should not be allowed to touch the balance ever again. | ||
|
Creager
Germany1958 Posts
On June 23 2026 16:15 WombaT wrote: Why go so ambitious and whack it out early? Exactly my thoughts, sitting here pretty flabbergasted. | ||
|
WombaT
Northern Ireland27250 Posts
On June 23 2026 20:49 Psz wrote: The patching history of StarCraft II has always been questionable, but it turned into pure chaos at this point, the culmination of which is this abomination of nonsense. Let me outline how a fair and productive patching process should look like if the goal is to maintain a playable version of the game instead of pleasing a few voices that are a bit too loud. Step 1: would be transparency, and people taking responsibility instead of staying unknown or distancing themselves from their contribution. Step 2: would be a community-voted balance team, preferably involving no (active) pro players or casters, who would openly discuss the rationale for changes and communicate the exact timeline of the implementation process. Step 3: would be leaving sufficient time for pros and the community to test changes through PTR tournaments (we had plenty) and atleast 2 weeks of testing for each iteration. Step 4: would be collecting and responding to feedback (we've had plenty of feedback, but zero response) to ensure that pro players, casters, and community as a whole is atleast somewhat happy with the changes. The current patch – however long it will remain in its current form – has already caused irreparable damage to the game and will continue to do so until it remains live, disregarding the efforts of tournament organizers and the unanimous opinion of pro players and casters, or the community speaking up against it. Whoever pushed this patch live or contributed to the process in any form – leaving less than 48 hours for the latest (ghost) iteration, while the community equivocally rejected most of the changes – should not be allowed to touch the balance ever again. Largely agreed but who would be on this community voted balance team? And given the tenor of various forums I can’t say I would trust the community to vote in the best candidates possible. There’s zero issue for me personally in having the pros, or casters do their thing in contributing. The problem (seemingly) comes that there’s nobody at the Blizzard end who can parse what feedback they’re getting, sift out bias etc. Which goes back to the transparency problem, because we don’t really know, it’s almost like a black box. For example almost all open feedback I saw from (publicly known council members, across multiple factions) was negative towards the reactored cyclone change a few patches ago. Almost all of it. But they implemented it anyway, so who’s making that call? What’s the process? | ||
|
WombaT
Northern Ireland27250 Posts
On June 23 2026 21:45 Creager wrote: Exactly my thoughts, sitting here pretty flabbergasted. It takes a lot to gast my flabber these days, but I don’t know wtf is driving pushing this live. Some larva rate change may be necessary as an adjustment with the eco shift, but it seems their first pass was way overtuned, and the second appears merely overtuned. We still haven’t really figured out the new gateway tweaks collectively yet, and they’ve only just moved research back to core. A tweak (at least some kind of actual gateway/warpgate tradeoff) I’ve wanted to see for over a decade incidentally, in some form. And there’s blatant bugs, there’s bad patch notes that don’t reflect reality, the new ‘pick up nearby units’ ability doesn’t have a properly labelled tooltip or a default hotkey We’re used to the latter (cyclone bug) for the last few cycles, which logically makes sense with the conception of ‘the StarCraft intern’ doing things, but this patch showed a lot more ambition, so my assumption was there were a few more resources being dedicated. And I’m worried that if this patch is a complete disaster that we’ll never see anything more radical (in whatever form) being attempted again. Deeply confuddling | ||
|
zelevin
United States323 Posts
As a Diamond 1 terran, this patch feels like so much fun. It reminds me of coming home from school in 2012, having no idea what i'm doing, and having a ton of fun just figuring it out. I've had a lot of fun trying to make old WoL builds work, like barracks expand into 4 barracks combat shield push vs zerg. 2 base play doesn't feel like a defacto all in any more. I love that zerg isn't on 4 bases at 5 minutes. I'm having a great time with this 8 worker start! | ||
|
SC-Shield
Bulgaria873 Posts
On June 23 2026 07:44 Daloze wrote: people crying here are the reason why this game is dead if you can't accept big changes to make sc2 exciting again, just accept game being done The game is done. No one wants to play hard 1vs1 games anymore, RTS days are gone. :D The only people left playing are 30+ years old players. There are barely any new players. | ||
|
Mizenhauer
United States1948 Posts
On June 24 2026 00:35 SC-Shield wrote: The game is done. No one wants to play hard 1vs1 games anymore, RTS days are gone. :D The only people left playing are 30+ years old players. There are barely any new players. BW same thing and not dead. Their pro scenes are extremely stagnant, but not dead at all. | ||
|
TelecoM
United States10819 Posts
| ||
|
Agh
United States1090 Posts
ZvX matchups are going to devolve into snoozefests late game, even more so with the elongated early. Watching a mothership over archons immortals and ht with random air sure is going to be exciting. Zergs accumulating massive banks and trading for the 3rd planetary. TvP gets a more balanced late game at the cost of stagnant early with aggressive options feeling much more committed. It just goes back to maps determining the script rather than players being able to execute their own ideas. Just a worse product to watch, and much more boring to play. Doesn't add variety, just restricts it by going back to flowcharts which isn't interesting to anyone above diamond. | ||
|
PoulsenB
Poland7751 Posts
| ||
|
WGT-Baal
France3513 Posts
On June 24 2026 03:00 PoulsenB wrote: A big change like this actually makes me want to play again after literally over a decade of not touching the game. Same here! Let s go~ | ||
|
SC-Shield
Bulgaria873 Posts
| ||
|
Poopi
France13011 Posts
The good thing though with that many crazy changes is that it can bring old players back (it won’t be « new » players), and if they start listening to feedback and patch a bit more the dynamic could be good Or they could just leave us with a semi broken game we didn’t ask for a whole year we’ll see Doing this just before big tournaments in MoG2 and Douyu cup is disrespectful to organizers, players and viewers though | ||
|
TelecoM
United States10819 Posts
On June 24 2026 03:00 PoulsenB wrote: A big change like this actually makes me want to play again after literally over a decade of not touching the game. Same! I just played a bunch and had a pretty fun time, the economy change is amazing actually. | ||
|
WGT-Baal
France3513 Posts
| ||
|
geokilla
Canada8255 Posts
| ||
|
TelecoM
United States10819 Posts
| ||
|
CicadaSC
United States1980 Posts
| ||
|
TelecoM
United States10819 Posts
| ||
|
FataLe
New Zealand4557 Posts
On June 24 2026 09:38 geokilla wrote: I wonder what's going to be worse. Broodlord-Infestor, or the Zerg cabal dominating every single matchup in this latest patch. At least with Broodlord-Infestor, there were timings that Protoss and Terran could hit before it became auto-lose. 1/1/1 push in TvP I believe was worse and there wasn't really a response ever found (unlike say, soul-train) If I recall correctly. I vaguely remember that push being stopped a single time and it was because the T derped on their bunkers. Too long ago to remember for me though and totally not relevant to this discussion | ||
|
Harris1st
Germany7350 Posts
Dunno if it's just me but you can't play Protoss without WG tech. Offense, defense ... it just doesn't work. | ||
|
mathphyswithvic
18 Posts
On June 24 2026 17:30 Harris1st wrote: I am okay'ish with the worker change. I'm not okay with the warpgate change and the crazy zerg buffs. That just kills Protoss for me. Dunno if it's just me but you can't play Protoss without WG tech. Offense, defense ... it just doesn't work. get used to it. play it like terran. warp gate will become late game tech, same as with nydus for zerg. also in pvz protoss will need new opener, either twilight forge or something that is not stargate based but is multi gate based to hold third and max out zerg armies in early/mid game. just to be clear, get warp gate research upgrade, but do not upgrade gates unless you are late game. | ||
|
Harris1st
Germany7350 Posts
On June 24 2026 18:17 mathphyswithvic wrote: get used to it. play it like terran. warp gate will become late game tech, same as with nydus for zerg. also in pvz protoss will need new opener, either twilight forge or something that is not stargate based but is multi gate based to hold third and max out zerg armies in early/mid game. just to be clear, get warp gate research upgrade, but do not upgrade gates unless you are late game. How do you get aggressive? VS T you need half your army to fend of drops VS Z reinforcements are easy pickings So just play defense until you are set up late game? Z has the whole map at that point. vs T it is halfway playable. | ||
|
JimmyJRaynor
Canada17730 Posts
I probably did not deserve the rankings I had. I guess I'm going to have to adapt (or blame Bobby Kotick). | ||
|
Legan
Finland581 Posts
| ||
|
Zidane
United States1692 Posts
| ||
|
JimmyJRaynor
Canada17730 Posts
On June 25 2026 01:52 Legan wrote: Looking at the patch, Protoss seems to be missing the supposed buffs for gateway units that should make up for Warpgate changes. However, I don't know if there is a clear vision of how they should be buffed and what Protoss gameplay should look like in future. This could be really bad, as the changes seem to have been made mostly in response to community feedback. Is Blizzard going to wait months for the community to propose a plan, or do they have people with their own vision for the future? If they have their own vision, they absolutely should explain it to the community. I doubt there will be a clear, shared vision on how Gateway units should work in the future. I just wish that every weakening of the Warpgate mechanic was mitigated by a stronger Zealot and Stalker. I remember the days, as a Terran, when a pack of zealots was a scarey sight. I mean they cost twice as much as Marines, can't shoot up and have no range... a pack of them should be scarey. | ||
|
SC-Shield
Bulgaria873 Posts
Edit: It's really noticeable in team games how much macro has deteriorated for some people, struggling to make a basic army. | ||
|
WGT-Baal
France3513 Posts
On June 25 2026 04:06 SC-Shield wrote: It looks like the only reasonable way to play is to research warp gate and NOT to upgrade gateways to warp gates until absolutely needed... 16 seconds to make a stalker sounds better than 22 Edit: It's really noticeable in team games how much macro has deteriorated for some people, struggling to make a basic army. Tbh the only few sc2 games i played in the last decade have been 2v2 and the general macro level has always been mindblowingly bad to me all the way to diamond div. Shocking coming from BW. So it s unfair to blame it on the patch, if that's what you were implying. If not then we just agree ![]() 1v1 platinum also feels like F rank mechanics | ||
|
TeamMamba
268 Posts
Worker change is dumb adds nothing of value. Wrap gate change is even dumber. How’s my fellow toss experience on this new patch? | ||
|
CicadaSC
United States1980 Posts
On June 25 2026 05:59 TeamMamba wrote: Played 50 games or so and I find Toss is literally unplayable at higher levels. Terran and Zerg literally wreck toss from beginning till end. Worker change is dumb adds nothing of value. Wrap gate change is even dumber. How’s my fellow toss experience on this new patch? Warpgates seem like a bait to me until late game. I think 2 gate twilight and taking your third is a good build right now. You can get almost 4 gate amount of units in old patch with 2 gates non-warpgate right now. Or if you want to try 2 base 3 gate blink all in you get insanely strong but a little later ~ 6 minute. Do 3 gate production until you leave your base. Then drop down a 4th gate and turn all your gates in to warp gate while your units make their way across map. It hits like a truck. | ||
|
Qwyn
United States2781 Posts
Also, why 8 workers? Why not just go back to 6? I get that it seems like a happy medium, but it's completely unexplored territory which led to a plethora of last-minute changes like the larva buff. Any currently running tournaments should definitely be able to lock to the last patch, just to wrap up fairly. | ||
|
Harris1st
Germany7350 Posts
On June 25 2026 05:59 TeamMamba wrote: Played 50 games or so and I find Toss is literally unplayable at higher levels. Terran and Zerg literally wreck toss from beginning till end. Worker change is dumb adds nothing of value. Wrap gate change is even dumber. How’s my fellow toss experience on this new patch? Been playing Protoss for the last half a year or so mostly high Diamond/ low Masters level. The worst part about the WG change is how it fucks with your "muscle memory" Zero fun is to be had. Going back to Terran or Zerg | ||
|
Fleetfeet
Canada2804 Posts
On June 25 2026 17:04 Harris1st wrote: Been playing Protoss for the last half a year or so mostly high Diamond/ low Masters level. The worst part about the WG change is how it fucks with your "muscle memory" Zero fun is to be had. Going back to Terran or Zerg This seems sensible, and is one of the things I'm curious about with this patch. It reads as pretty dramatic changes to everything (timing, base layout/composition, midgame strategy) protoss, so you'd expect P to suffer a natural dip in winrate as protoss players acclimatize to these changes (where T and Z don't have to as much). I'm curious how long blizz lets it go on before they feel they can say the data represents actual balance and not just growing pains. | ||
|
mathphyswithvic
18 Posts
With warpgate we had muscle memory very different than zerg or terran. Now protoss is just another terran. Production cycle is identical, you have to cycle your gates same as a terran cycles it's rax, to keep up production. This is complete garbage and feels very unfair, we had muscle memory, ok you take that away, why you only take protoss muscle memory away and not other races too? Very unfair. | ||
|
Poopi
France13011 Posts
| ||
|
TeamMamba
268 Posts
On June 26 2026 11:13 mathphyswithvic wrote: Above all, I agree with some prior posts, the worst worst worst thing is that protoss does not feel like playing protoss anymore. With warpgate we had muscle memory very different than zerg or terran. Now protoss is just another terran. Production cycle is identical, you have to cycle your gates same as a terran cycles it's rax, to keep up production. This is complete garbage and feels very unfair, we had muscle memory, ok you take that away, why you only take protoss muscle memory away and not other races too? Very unfair. Not to mention Protoss gateway units are still trash compared to Terran and Zerg. If they were going to nerf toss wrap gate they had to at least give a small buff on the gateway units at the minimum. The fast wrap in pylon would have been interesting. Could have create a few new timing attack However the wrap gate change instantly made it useless. | ||
|
Slydie
1998 Posts
On June 26 2026 22:50 TeamMamba wrote: Not to mention Protoss gateway units are still trash compared to Terran and Zerg. If they were going to nerf toss wrap gate they had to at least give a small buff on the gateway units at the minimum. The fast wrap in pylon would have been interesting. Could have create a few new timing attack However the wrap gate change instantly made it useless. Remember TvP was widely considered broken in the previous patch. That was NOT representative of how things should be. It is only fair that P suffers a bit now. New ways to win will be found! | ||
|
SC-Shield
Bulgaria873 Posts
| ||
|
TeamMamba
268 Posts
On June 27 2026 02:19 Slydie wrote: Remember TvP was widely considered broken in the previous patch. That was NOT representative of how things should be. It is only fair that P suffers a bit now. New ways to win will be found! Na previous patch tvp was balanced. Not fun but balanced It’s wasn’t like Terrans were beating the toss they should beat and toss were beating Terrans that they should beat It wasn’t like creator / Showtime was owning it up. Overall just too much changes for toss. We already had to adapt to the storm change. Now have to deal with this new wrap gate garbage and 8 workers. | ||
|
Slydie
1998 Posts
On June 27 2026 06:31 TeamMamba wrote: Na previous patch tvp was balanced. Not fun but balanced It’s wasn’t like Terrans were beating the toss they should beat and toss were beating Terrans that they should beat It wasn’t like creator / Showtime was owning it up. Overall just too much changes for toss. We already had to adapt to the storm change. Now have to deal with this new wrap gate garbage and 8 workers. Can you get a good Terran player to say that? Both UThermal and BigGabe were furious about the state of TvP, feeling they had to work WAY harder for their ladder wins than their protoss counterparts. Their best chance was to play purely defensively, and even that was very hard. | ||
|
TelecoM
United States10819 Posts
| ||
|
CicadaSC
United States1980 Posts
On June 27 2026 11:31 TelecoM wrote: I am loving the game how it starts with less workers, they just need to tweak balance again, the less workers the better in my opinion. Why stop here? Let's go back to 6 or 4. | ||
|
CicadaSC
United States1980 Posts
I get people say it as not the best for casting as there isn't always much to talk about for first couple minutes unless someone is cheesing but I think how it plays is more important. | ||
|
Agh
United States1090 Posts
On June 27 2026 06:57 Slydie wrote: Can you get a good Terran player to say that? Both UThermal and BigGabe were furious about the state of TvP, feeling they had to work WAY harder for their ladder wins than their protoss counterparts. Their best chance was to play purely defensively, and even that was very hard. Need to clarify the patch. If we're talking the mana overcharge 1.0 storm patch sure P was favored (worth noting that at 'lower' levels the data was heavily skewed yet at primere level Classic was the only one consistently dominant.) Outside of that it's been pretty neutral. And before the current version, while not necessarily fun for either side, there was at least an interesting dynamic where Terran auto won late game with the editor army, and P would have to disrupt or break before that point. (Before someone chirps the auto we're assuming high level of control.) I don't know about uthermal but I know heromarine only uses two army hotkeys which costs him a lot of engagements that Terran is actually favored in. Otherwise his navigation of the game is amongst the best. Luckily we can look to statistics and results over feelings to draw conclusions. The only thing clear is that way too much has changed at once. The current map pool wasn't designed around the game as it is now. | ||
|
jasonbalimmer
1 Post
| ||
|
Slydie
1998 Posts
I don't know about uthermal but I know heromarine only uses two army hotkeys which costs him a lot of engagements that Terran is actually favored in. Otherwise his navigation of the game is amongst the best. Again, have you found any Terran say the matchup was balanced? t it. If you can't, I think you are biased and wrong.The 2 biggest Terran streamers were furious about it. It is very hard to admit when your own race is in a favorable place, but in this case, you should. | ||
|
SC-Shield
Bulgaria873 Posts
https://drop.sc/replay/27378793 There is also this report - https://us.forums.blizzard.com/en/sc2/t/bug-protoss-can-steal-allys-command-center-4v4/32164 | ||
|
Cyro
United Kingdom20343 Posts
Ran into this right away where my allies first barracks spontaneously swapped to my control when it was almost done, leaving neither of us able to complete building it and pretty much immediately ending the game. Some load-bearing spaghetti has been screwed with haha | ||
|
BluemoonSC
SoCal8933 Posts
Def cost me a game, especially because it was a depot for our wall in. Also while we are talking 2v2, did taking the gold base on Sludge City creep up the close natural when this was in the pool however many years ago? Really annoying. | ||
|
Cyro
United Kingdom20343 Posts
On June 29 2026 01:53 BluemoonSC wrote: Unfortunately a known issue and im not hopeful that someone will be quick enough to hotfix it. Def cost me a game, especially because it was a depot for our wall in. Also while we are talking 2v2, did taking the gold base on Sludge City creep up the close natural when this was in the pool however many years ago? Really annoying. The last time we had a gamebreaking issue it was patched in days. Put it on the frontpage maybe? | ||
|
BluemoonSC
SoCal8933 Posts
On June 29 2026 03:32 Cyro wrote: The last time we had a gamebreaking issue it was patched in days. Put it on the frontpage maybe? How long was the cyclone bugged for? :> | ||
|
Cyro
United Kingdom20343 Posts
The most severe bug which made them ruin games (lock on doing 25 shots instead of 20 making them generally extremely OP) was only a matter of days to a couple weeks ("early december" after being broken on nov 25'th). This bug is worse, and it's not an option to play as/with/against terran but never build anything with an scv so that you don't trigger it. | ||
|
CicadaSC
United States1980 Posts
| ||
|
sidasf
106 Posts
On June 30 2026 08:08 CicadaSC wrote: I think it is now safe to say that although there was worry, things are turning out to be more balanced than a lot of people thought. I think just a slight number tweak here and there and this will be a really good patch. I'm loving it. Based on what? The game is more broken than it's been since the swarmhost era. Not only that the races have been broken and made so lame. This is awful. On June 26 2026 11:13 mathphyswithvic wrote: Above all, I agree with some prior posts, the worst worst worst thing is that protoss does not feel like playing protoss anymore. With warpgate we had muscle memory very different than zerg or terran. Now protoss is just another terran. Production cycle is identical, you have to cycle your gates same as a terran cycles it's rax, to keep up production. This is complete garbage and feels very unfair, we had muscle memory, ok you take that away, why you only take protoss muscle memory away and not other races too? Very unfair. Outstanding, very well said. They've destroyed the uniqueness of SC2. | ||
|
CicadaSC
United States1980 Posts
On June 30 2026 10:40 sidasf wrote: Based on what? The game is more broken than it's been since the swarmhost era. Not only that the races have been broken and made so lame. This is awful. Outstanding, very well said. They've destroyed the uniqueness of SC2. Based on this at least, and overall I see Toss learning things and not just getting swept like at the start. I expect the trend to continue with toss doing better and better as they learn new builds Maxpax ALREADY did about as well as you would expect. | ||
|
CicadaSC
United States1980 Posts
Like in my last post, look at Maxpax, had a pretty par for the course run in yesterdays Wardi TV Mondays. Maxpax is someone who is great at build orders and refining them. A lot of other players follow the meta, and are still trying to make olds builds work in the current patch. Not Maxpax though. Maxpax creates his own meta around him like when he was the only one doing 1g expand every game pvp, whether there was a high ground natural or not. In any matchup, maxpaxs builds and timings are always crisp. So I think he will be a good indicator on the state of Toss after you give him more time. Even right now, patch is still new and he's figuring things out and succeeding where other players aren't. | ||
|
Poopi
France13011 Posts
Having resumed playing sc2 lately I was getting my ass kicked in TvP as usual so I had hopes with this patch that the matchup might improve (at least in low ladder level) but it doesn’t look like it, the economy just feels crippled from the get go so you feel like you have even less options than before | ||
|
darklycid
3559 Posts
On June 30 2026 15:28 CicadaSC wrote: Just played against a GM terran with my protoss. I won't say who for obvious reasons but he was saying at match start how OP protoss is right now. I was surprised because people typing on forums seem to think the other thing. I won the game pretty handily got up to 5 bases and into carriers. So I check his profile after the game to see what his winrate is vs Toss... It is by far his lowest, it was 46% win compared to other matchups were ~65 and 80% win. So... I know that is small sample size, but at the same time I really do think people may be jumping the gun when they haven't figured out how to play Toss on the new patch. Like in my last post, look at Maxpax, had a pretty par for the course run in yesterdays Wardi TV Mondays. Maxpax is someone who is great at build orders and refining them. A lot of other players follow the meta, and are still trying to make olds builds work in the current patch. Not Maxpax though. Maxpax creates his own meta around him like when he was the only one doing 1g expand every game pvp, whether there was a high ground natural or not. In any matchup, maxpaxs builds and timings are always crisp. So I think he will be a good indicator on the state of Toss after you give him more time. Even right now, patch is still new and he's figuring things out and succeeding where other players aren't. I mean If you Look at what maxpax did its what other tosses have talked about aka going skytoss, any ground attempt looked pretty fucking Bad. PvT complaints i think were less of a Thing and Probably mostly coming from protosses having to figure Out the warpgate stuff. Although i think terrans are also not abusing the nerfed offensive capabilies of warpgate enough, we're gonna See how that Develops. | ||
|
Elentos
55593 Posts
| ||
|
BluemoonSC
SoCal8933 Posts
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. | ||
|
Moonerz
United States467 Posts
On July 01 2026 00:58 BluemoonSC wrote: 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. Yeah agreed I kinda vaguely pay attention now and again and I didn't realize the patch had gone live until I went to make my first depot. Build order resources have dried up over the years and with this patch being brand new theres probably not a ton of info out there unless I specifically went and watched some terrans. I think big changes like this make sense with a more engaged community but at this point we're all legacy players who have played this game forever. If anything making the wol and hots ladders relevant somehow (an event/skins/idk) would have been way cooler and you can have your low worker count start again lol. | ||
|
Kreuger
Sweden952 Posts
https://news.blizzard.com/en-us/article/24289266/starcraft-ii-5-0-16-hotfix-patch-notes Zerg Larva Rate increased from 9.5 to 9.9. More then this, but posted since most debated Protoss got some interesting changes aswell | ||
|
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. | ||
|
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? | ||
|
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 | ||
|
faTEmOosie
Russian Federation6 Posts
| ||
|
Poopi
France13011 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 | ||
|
WGT-Baal
France3513 Posts
On July 01 2026 00:58 BluemoonSC wrote: 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 | ||
|
Vision_
876 Posts
I ve done this video 8 years and half ago... It s the time for being understand by younger people... | ||
|
Poopi
France13011 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 | ||
|
Balnazza
Germany1337 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 | ||
|
TelecoM
United States10819 Posts
| ||
|
michelvilsen
4 Posts
| ||
|
michelvilsen
4 Posts
| ||
|
Kreuger
Sweden952 Posts
| ||
|
Agh
United States1090 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 | ||
|
Kreuger
Sweden952 Posts
On July 17 2026 03:37 Agh wrote: 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 | ||
|
THERIDDLER
Canada137 Posts
| ||
|
Kreuger
Sweden952 Posts
| ||
|
Kreuger
Sweden952 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. | ||
|
Agh
United States1090 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. ![]() | ||
|
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. | ||
| ||



