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StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)

Forum Index > SC2 General
18 CommentsPost a Reply
azunyashka
Profile Joined October 2011
Russian Federation8 Posts
Last Edited: 2026-09-30 22:00:12
5 hours ago
#1
tl;dr they just returned 5.0.15 with some minor changes
Official link:
https://news.blizzard.com/en-us/article/24301513/starcraft-ii-5-0-17-ptr-patch-notes




Developer’s Note: Following the release of the last major patch, we have been collecting and closely reviewing your feedback. Our intention was to try something new, particularly with workers, and needed time to let the meta develop in order to ensure the most accurate feedback was being considered. Based on that feedback, for patch 5.0.17 we are rolling back most balance changes to the live release of StarCraft 2 from patch 5.0.16 to 5.0.15. This will be on PTR for the next few days while we bug test, before we push to live.

Economy

  • Worker Start Count increased from 8 to 12.
  • Default Large Mineral patch resource count increased from 1,600 to 1,800.
  • Default Small Mineral patch resource count decreased from 1,100 to 900.
  • Default Vespene Geyser resource count increased from 2,000 to 2,250.
  • Total Default Gas per base increased from 4,500 to 5,000.

Terran

Command Center

  • Cost increased from 300 to 400.
  • Supplies increased from 13 to 15.

Widow Mine

  • Attack launch delay increased from 0.85 seconds to 1.07 seconds.

Reaper

  • Build time reduced from 34 seconds to 32 seconds.

Ghost

  • Health increased from 100 to 125.
  • Attack damage changed from 15 to 10 (+10 vs Light).
  • Attack range reduced from 7 to 6.
  • Movement speed increased from 3.85 to 3.94.
  • Steady Targeting:
    • Damage reduced from 170 to 130 (+40 vs Psionic).
    • Energy cost reduced from 75 to 50.
    • Cancels upon taking damage.

Protoss

Nexus

  • Supplies provided increased from 13 to 15.

Warpgate/ Gateways

  • Researching Warpgate no longer speeds up production time of units from Gateways.
  • Warp-in Time is determined by 'slow power fields'.
  • Universal warp-in Time splits from 4s to 11s in slow zones and 3.6 in fast zones.
  • Warpgate cooldown values:
    • Zealot: from 22 to 20
    • Adept: from 22 to 20
    • Stalker: from 22 to 23
    • Sentry: from 22 to 23
    • High Templar: from 35 to 32
    • Dark Templar: from 35 to 32
  • 'Transform to Warpgate' ability now costs 0/(0) down from 25/(25).

Shield Battery

  • Starting energy when placed near a Nexus will be 100, otherwise 50.

Sentry

  • Forcefields now only take 1 bile to destroy, down from 2.

Colossus

  • Colossus damage decreased from 12(+3 vs Light) to 10(+5 vs Light).

Mothership

  • Shields increased from 200 to 350.
  • Life decreased from 400 to 350.

Adept

  • Adept damage modifier per attack upgrade decreased from 2(+2 vs Light) to 1(+1 vs Light).
  • Train time reduced from 33 seconds to 30 seconds.

High Templar

  • Damage increased from 100 to 110.

Disruptor

  • No longer has phantom weapon.

Zerg

Hatchery, Lair, and Hive

  • Supplies increased from 4 to 6.
  • Cost reduced from 300 to 275.

Creep

  • Spread/Recede delay reduced from 0.55 seconds to 0.45 seconds.

Larva

  • Periodic spawn rate increased from 9.9 seconds to 10.7 seconds.

Spore Crawler

  • Damage against Biological reduced from 20 (+15 vs Biological) to 20 (+10 vs Biological).

Carapace Upgrades

  • Level 1 cost increased to 150/150 from 100/100.
  • Level 2 cost increased to 200/200 from 150/150.
  • Level 3 cost increased to 250/250 from 200/200.

Infestor

  • Microbial Shroud range decreased from 12 to 9.
  • Microbial Shroud must be researched from the Infestation Pit.
  • No longer has a weapon.

Viper

  • Abduct can no longer be cast on Siege Tanks.

Overlord

  • Base speed without Pneumatized Carapace increased from 0.85 seconds to 0.9 seconds.

Mutalisk

  • Mutalisk Glaive targeting no longer obeys attack priorities.
  • Weapon arc bonus reduced from 180 to 45.

Bug Fixes

  • Archon merge completion sound volume reduced slightly.
  • Facebook Twitter Reddit
Houkago Tea Team!
Mizenhauer
Profile Blog Joined February 2015
United States1962 Posts
Last Edited: 2026-09-30 17:31:53
5 hours ago
#2
We're back boys!!! + Show Spoiler +
we never left??
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
mindjames
Profile Blog Joined October 2010
Israel435 Posts
4 hours ago
#3
I could cry of happiness right now
Kreuger
Profile Joined October 2011
Sweden996 Posts
4 hours ago
#4
Nice

Seems they are working on the next one aswell

Blizz-elliot

We can't share timing yet for when the next PTR will go live but it is already being worked on. Reverting as we did today was our best option for being able to address so much of the critical feedback we've gotten on the patch, while focusing new changes as part of the next patch after 5.0.17.

https://www.reddit.com/r/starcraft2/comments/1wuasra/5017_ptr_update/
BisuDagger
Profile Blog Joined October 2009
Bisutopia19387 Posts
4 hours ago
#5
I get the full revert, but I do hope that we can still expect them to try new changes and that the backlash didn't discourage them from future updates.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
swarminfestor
Profile Joined September 2017
Malaysia2467 Posts
4 hours ago
#6
I can play starcraft with clear mind after this. I didn't like the slow pace at the beginning.
Rogue & Maru fan boy. ^^
wangya
Profile Joined September 2025
China4 Posts
4 hours ago
#7
Finally, I can return to StarCraft II, which I remember most.꒰˶>ᗜ<˶꒱​
SC2 liquipedia Editor
SC-Shield
Profile Joined December 2018
Bulgaria881 Posts
Last Edited: 2026-09-30 19:25:09
3 hours ago
#8
I had my doubts that Blizzard would be willing to acknowledge they made a mistake and do a full revert, but it's great news to those of us who still play StarCraft. Hopefully after this they stop making further balance patches, the game is fine.

It works for Brood War, so I see no reason why it can't work for StarCraft 2.
Mistakes
Profile Joined February 2011
United States1104 Posts
2 hours ago
#9
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.

This feels like a big L to me that Blizz just goes back to what's safe before the community at large has time to really find things and learn. For example, I haven't seen a single Protoss master the ceiling of the new Warpgate changes. What if that creates some god tier player nobody has ever heard of before because he figures it out and blasts onto the scene?

But no, we get the same old LotV. Not bad. Not great. Scene isn't growing. It just is what it is. :/
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
Balnazza
Profile Joined January 2018
Germany1365 Posts
2 hours ago
#10
On October 01 2026 04:57 Mistakes wrote:
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.


I'm usually not someone for doom&gloom, but I think it was very clear that the pro scene was not "fine". Players of all races complained and voiced their concerned that laddering isn't fun, some players vanished, possibly because of the patch.
Not to mention that I'm quite sure this is the first time in the history of SC2 that we have multiple competing patches that were actually used in tournaments/cups.
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
TL+ Member
Dystopia1
Profile Joined June 2026
4 Posts
2 hours ago
#11
god bless
Charoisaur
Profile Joined August 2014
Germany16097 Posts
2 hours ago
#12
love you blizzard, finally I can play my favorite game again!
Many of the coolest moments in sc2 happen due to worker harassment
Charoisaur
Profile Joined August 2014
Germany16097 Posts
2 hours ago
#13
On October 01 2026 04:57 Mistakes wrote:
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.

This feels like a big L to me that Blizz just goes back to what's safe before the community at large has time to really find things and learn. For example, I haven't seen a single Protoss master the ceiling of the new Warpgate changes. What if that creates some god tier player nobody has ever heard of before because he figures it out and blasts onto the scene?

But no, we get the same old LotV. Not bad. Not great. Scene isn't growing. It just is what it is. :/

pros have been practicing on the patch for 3 months. What makes you think there's some hidden way to utilize warpgates pros didn't figure out yet?
Many of the coolest moments in sc2 happen due to worker harassment
JimmyJRaynor
Profile Blog Joined April 2010
Canada17880 Posts
Last Edited: 2026-09-30 20:56:57
1 hour ago
#14
On October 01 2026 02:31 Mizenhauer wrote:
We're back boys!!! + Show Spoiler +
we never left??

i'm back! i did leave.

i got my Megamania, River Raid, and Chopper Command patches while I was away.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
EidamProtoss
Profile Joined July 2021
Czech Republic4 Posts
Last Edited: 2026-09-30 21:33:29
1 hour ago
#15
Did they at least keep features like spellcaster (phantom) attacks?

Edit: No, they didn't. After MONTHS of waiting you'd expect at least them porting the QoL features, but no, this is literally 5.0.15...
Lexender
Profile Joined September 2013
Mexico2664 Posts
1 hour ago
#16
On October 01 2026 05:03 Balnazza wrote:
Show nested quote +
On October 01 2026 04:57 Mistakes wrote:
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.


I'm usually not someone for doom&gloom, but I think it was very clear that the pro scene was not "fine". Players of all races complained and voiced their concerned that laddering isn't fun, some players vanished, possibly because of the patch.
Not to mention that I'm quite sure this is the first time in the history of SC2 that we have multiple competing patches that were actually used in tournaments/cups.


Honestly the biggest problem is that they did a bunch of changes and then suddenly stopped, it was fine experimenting but they had to keep adjusting, they decided to stop in a very weird point.
Mistakes
Profile Joined February 2011
United States1104 Posts
46 minutes ago
#17
On October 01 2026 05:37 Charoisaur wrote:
Show nested quote +
On October 01 2026 04:57 Mistakes wrote:
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.

This feels like a big L to me that Blizz just goes back to what's safe before the community at large has time to really find things and learn. For example, I haven't seen a single Protoss master the ceiling of the new Warpgate changes. What if that creates some god tier player nobody has ever heard of before because he figures it out and blasts onto the scene?

But no, we get the same old LotV. Not bad. Not great. Scene isn't growing. It just is what it is. :/

pros have been practicing on the patch for 3 months. What makes you think there's some hidden way to utilize warpgates pros didn't figure out yet?



Exactly that. It's only been 3 months. Often takes much longer than that for big shifts. Not just warpgate, that was only an example.

How long did people play Brood War before Bisu figured out how to utilize Sair/DT appropriately?
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
StarcraftHistorian
Profile Joined November 2022
United States235 Posts
4 minutes ago
#18
Huuuuuge
Antithesis
Profile Joined August 2010
Germany1272 Posts
Last Edited: 2026-09-30 22:37:16
56 seconds ago
#19
On October 01 2026 06:34 Lexender wrote:
Show nested quote +
On October 01 2026 05:03 Balnazza wrote:
On October 01 2026 04:57 Mistakes wrote:
I still don't understand all the hate for this patch. It's interested me more than anything has in SC2 in the last 10 years. The pro scene seems to be doing well. Tournaments are exciting. And we barely had time to really figure anything out.


I'm usually not someone for doom&gloom, but I think it was very clear that the pro scene was not "fine". Players of all races complained and voiced their concerned that laddering isn't fun, some players vanished, possibly because of the patch.
Not to mention that I'm quite sure this is the first time in the history of SC2 that we have multiple competing patches that were actually used in tournaments/cups.


Honestly the biggest problem is that they did a bunch of changes and then suddenly stopped, it was fine experimenting but they had to keep adjusting, they decided to stop in a very weird point.

Yeah. The problem with the previous patch was that it attempted too much at once, including changes to the fundamentals of the game, which just cannot be pulled off with the sorry level of service that SC2 receives these days. The patch might have succeeded with close monitoring, constant fine-turning, and serious consideration of community feedback, but it sure did not in a single iteration plus a few rushed hotfixes, followed by months of total absence of any correction and communication.

So reverting to the previous version is definitely the right choice, but it should not be forgotten that version 15 had its own problems, with stale and oppressive metas, especially in ZvP.

Also it is a bit frustrating that they bring back even the non-abductability of tanks, the most needless and lore-inaccurate change in the history of the game.
Mutation complete.
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