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5.0.16 Hotfix (June 30) - Balance + Bug Fixes

Forum Index > SC2 General
40 CommentsPost a Reply
1 2 3 Next All
Waxangel
Profile Blog Joined September 2002
United States33651 Posts
June 30 2026 20:18 GMT
#1
https://news.blizzard.com/en-us/article/24289266/starcraft-ii-5-0-16-hotfix-patch-notes




We have made some adjustment based on feedback and player data over the last week. We will continue to monitor the patch and make further changes if necessary.

Economy
Default Geyser reduced from 2,500 vespene gas to 2,000.

Zerg
Larva Rate increased from 9.5 to 9.9.

Terran
Widow Mine Lock on time reduced from 1.07 seconds to 0.85 seconds.
Reaper build time increased from 32 to 34 seconds.

Protoss
Bile no longer instantly destroys force fields, instead it destroys 50% of its duration.
Adept Pre-warpgate buildtime increased from 30 to 33 seconds.
High Templar & Dark Templar Pre-warpgate Build time decreased from 43 to 40 seconds.
Mothership shields reduced from 350 to 200.
Mothership health increased from 350 to 400.

Bug Fixes
Fixed an issue where the Infestor's weapon used the incorrect base and +3 weapon attack icon.
Fixed an issue where new Archon sounds were initialized incorrectly and would play too loudly.
Fixed an issue where Queen, Hatchery, Lair, and Hive produce and kill score experience was calculated incorrectly.
Fixed an issue where structure ownership in team games could be adjusted by the loss of the builder.
Fixed an issue where Stasis Wards had a selection priority equivalent to units.
Fixed an issue where pylons still displayed a warp conduit indicator.
Fixed an issue where mule repair autocast mechanism was briefly unintentionally visible.
Fixed an issue where Swarmhost range radius actors would appear at unintended times.
Fixed an issue where acquire behaviour on interceptors under the effect of neural parasite behaved unintentionally.
Fixed an issue where an opaque variation of a mineral field unit held an outdated number of minerals.
Fixed issues with how range was calculated for Warp Prism 'Load Nearby'.
Fixed an issue where 'Load Nearby' did not have a default hotkey set.
Reverted Queen inject shuffle adjustment.
Archon merge completion assets are now disabled if the player is using the low 'effects' graphics option.
Fixed issues with Steady Targeting tooltip descriptions in various languages.
Fixed issues with Storm tooltip descriptions in various languages.
Fixed issues with Microbial Shroud tooltip descriptions in various languages.
Fixed issues with Load Nearby tooltip descriptions in various languages.
Queens will now spawn facing their origin hatchery.
Units produced out of gateways have been given a visual spawn indicator.
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AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
CicadaSC
Profile Joined January 2018
United States1961 Posts
June 30 2026 20:43 GMT
#2
How do we feel about the forcefield bile change? That is most interesting to me... Are we bringing back 2 base soul train boys?
Remember that we all come from a place of passion!!
zelevin
Profile Joined January 2012
United States319 Posts
June 30 2026 20:56 GMT
#3
honestly happy to see forcefield being brought back into the game. I've missed seeing that spell.
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
Waxangel
Profile Blog Joined September 2002
United States33651 Posts
Last Edited: 2026-06-30 21:04:22
June 30 2026 21:03 GMT
#4
Will have to see how it plays out, but moderately concerned about making Sentry-based all-ins strong again. Force Fields were a very cool concept, but in practice it made the game way too uninteractive (especially for low-tech Zerg) during WoL.

Yeah, it was cool to see the perfectly microed Immortal-Sentry all-in the first dozen times, but past a certain point it ceased to be interesting StarCraft II as one side was seriously lacking in agency.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Whiztard
Profile Blog Joined July 2009
United States240 Posts
June 30 2026 21:20 GMT
#5
Someone tell PartinG
when Bisu switches to SC2...... (2014 update: sighh)
SC-Shield
Profile Joined December 2018
Bulgaria870 Posts
June 30 2026 21:22 GMT
#6
I don't think ownership bug is fixed, I played a game after the new patch and it still happened.
Legan
Profile Joined June 2017
Finland580 Posts
June 30 2026 21:38 GMT
#7
Nice to see the new iteration so fast. However, they seem quite ambitious, even though they have yet to explain their vision for the future.

Has there ever been data on how win rates change over match length? The warpgate and worker start changes probably had little effect on games beyond the first 10 minutes. Once you get a similar economic state to the previous one, there probably wasn't much difference. Even warpgate changes aren't that big when you have enough of them to replenish your army with one warp-in wave.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Wafflesc2
Profile Joined June 2026
1 Post
June 30 2026 21:41 GMT
#8
Great force field idea and good changes to make Z less dominant.
Agh
Profile Blog Joined July 2010
United States1074 Posts
June 30 2026 22:14 GMT
#9
a 20% widow mine buff is what they decided on for terran? interesting.
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
seopthi
Profile Blog Joined December 2014
400 Posts
June 30 2026 22:41 GMT
#10
It seems that cannon rush is gone. It's such an iconic part of SC that it should be viable at least a little. Makes for fun watch when it's in pro games once in a while, too
BisuDagger
Profile Blog Joined October 2009
Bisutopia19368 Posts
June 30 2026 23:02 GMT
#11
I always thought forcefield should have HP. This gets us closer at least.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Yoshi Kirishima
Profile Blog Joined July 2009
United States10377 Posts
Last Edited: 2026-06-30 23:10:11
June 30 2026 23:09 GMT
#12
Wtf are these hotfixes? Mothership too strong? Why the WM change? Reapers too strong? Reapers were always that duration even with 6 worker start...

Bile changing its interaction vs FF is interesting but feel this isn't the right change
Reducing it by 50%, does that mean that if you use 2 it reduces it by another 50%?
So even if you use multiple biles, the FF could still last 1-2 seconds, which is long enough to kill off a lot of stuck units
But i guess Ravager was introduced in LotV with 12 worker start, so I can see if it might be too strong vs a lower economy.

With 12 worker start I always felt that 1 Bile should only be able to take out 1 FF. Often times it would land between 2 FF and hit both of them.
If 1 Bile can only take out 1 FF, it means you can stack FF if you really want to commit.

MS seems it'll be so weak now. Should have tried 300 HP 300 Shield first...
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
kajtarp
Profile Joined April 2011
Hungary492 Posts
June 30 2026 23:23 GMT
#13
"Bile no longer instantly destroys force fields, instead it destroys 50% of its duration."

So how does this work now? 2 biles destroy a ff? Or every new bile is halving the remaining duration?
Why so serious?
geokilla
Profile Joined May 2011
Canada8252 Posts
July 01 2026 00:00 GMT
#14
Lmao. Protoss still screwed with the Warpgate nerf.
Rujasu
Profile Joined December 2022
4 Posts
July 01 2026 00:02 GMT
#15
On July 01 2026 08:23 kajtarp wrote:
"Bile no longer instantly destroys force fields, instead it destroys 50% of its duration."

So how does this work now? 2 biles destroy a ff? Or every new bile is halving the remaining duration?

Two biles destroy a FF.
deacon.frost
Profile Joined February 2013
Czech Republic12131 Posts
July 01 2026 00:19 GMT
#16
Buffing one of the most hated units is like thinking that bringing the HOTS swarmost would be a really great idea.

Also I still dont get the idea that Protoss have shields and yet you barely can interact with those shields because only so few units have any reasonable shields. Like... cmon
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Vindicare605
Profile Blog Joined August 2011
United States16124 Posts
July 01 2026 01:07 GMT
#17
They decided to buff Widow Mines? lol. So they overdo it with Zerg buffs and their answer is to make Widow Mines the bane of their existence again lol. This balance team dude.
aka: KTVindicare the Geeky Bartender
Agh
Profile Blog Joined July 2010
United States1074 Posts
July 01 2026 03:08 GMT
#18
On July 01 2026 08:09 Yoshi Kirishima wrote:
Wtf are these hotfixes? Mothership too strong? Why the WM change? Reapers too strong? Reapers were always that duration even with 6 worker start...

Bile changing its interaction vs FF is interesting but feel this isn't the right change
Reducing it by 50%, does that mean that if you use 2 it reduces it by another 50%?
So even if you use multiple biles, the FF could still last 1-2 seconds, which is long enough to kill off a lot of stuck units
But i guess Ravager was introduced in LotV with 12 worker start, so I can see if it might be too strong vs a lower economy.

With 12 worker start I always felt that 1 Bile should only be able to take out 1 FF. Often times it would land between 2 FF and hit both of them.
If 1 Bile can only take out 1 FF, it means you can stack FF if you really want to commit.

MS seems it'll be so weak now. Should have tried 300 HP 300 Shield first...


Everything makes sense to me except for the widow mine change. I also would have done 2250 for gas.

Maps are big enough that the adept and reaper change wasn't really needed but it was most likely put in so people didn't feel obliged to cut that same 2 seconds on starting a worker since starting econ is clunky unless you hit a godly split at the start.
Larva change already diminished the ravager rush ling flood on its own so touching bile was probably not necessary.

Mothership was arguably too powerful in PvZ so a nerf was warranted. Losing 15% health is a more desirable trade-off over letting it be abducted again.
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
FataLe
Profile Joined November 2010
New Zealand4553 Posts
July 01 2026 05:14 GMT
#19
Please never let the mothership be abducted again. Or if they do, make it so that the distance it travels while being abducted depends on the amount of vipers doing the abducting. This would help bring the trade-off closer to even. Like if you want to one-shot the mothership like before, you'd need to risk 4 vipers for that. Also that brings it closer to "lore friendly" because how do you pull a floating city?!?
hi. big fan.
BlackEyed
Profile Joined October 2024
22 Posts
July 01 2026 13:26 GMT
#20
Do Terrans really need a buff? Are they really that bad?
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