StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) - Page 2
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zelevin
United States330 Posts
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TeamMamba
289 Posts
Once it’s live I can finally reinstall and play the game again. Warp gate change was still the dumbest shit ever. You don’t change something that has been the core of toss for 15 years. | ||
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Avexyli
United States712 Posts
On October 01 2026 04:57 Mistakes wrote: The pro scene seems to be doing well. In what universe? I'm disappointed that they reverted and did nothing else; though I don't think I trust them to. There's some changes conceptually that are good and healthy for the game, but were botched so hard and put together with the others the whole thing just became a disaster, and I'd assume they'll never touch any of these again since they'll be lumped as "we tried this before and it was horrible" | ||
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Alienship
China28 Posts
On October 01 2026 06:51 Mistakes wrote: 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? Unfortunately, SC2 is no longer in its prime state, even the entire RTS has become a relative minor game category nowadays. With the shrinking player base, the game simply cannot afford to wait that long for a hope to thrive in Patch 5.0.16. | ||
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faTEmOosie
Russian Federation10 Posts
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CicadaSC
United States2001 Posts
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TelecoM
United States10863 Posts
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Waxangel
United States33704 Posts
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BuTbKA
4 Posts
1. Buy a goat. 2. Sell a goat. 3. Happy life! | ||
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Agh
United States1107 Posts
Seems weird not to specify. I'm assuming it's the 6s version since shroud is still in the game. | ||
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Agh
United States1107 Posts
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. :/ It's quite simple, it wasn't fun to play (or watch). So much so that GM league had huge player fallouts and couldn't even stay remotely filled. The worker change didn't add any strategic diversity, it neutered it. The flowchart of possibilities was so small that you'd have to turn off your monitor to be surprised by something. Only zvz got any early game type of gambit, and the only value it added was overwhelming player frustration for the most part. The patch was beneficial to me, all my winrates improved especially zvz, pvp, and zvp (obvious exception of PvZ declining). But my goal isn't to win a game on ladder - it's to improve and have fun, and the patch simply wasn't fun. One matchup was effectively removed, and the game script became boring. The patch had some good ideas. Hopefully the next update expands on it. Few things off the top of my head: Shroud baseline is more than fine. I'd like to see a secondary cybernetics core upgrade to increase gateway build time, one of the few interesting experiments. Keep the phantom caster attacks, it doesn't impact high level play. Find a replacement for mules, literally anything at this point. | ||
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baldgye
United Kingdom1114 Posts
On October 01 2026 02:49 BisuDagger wrote: 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. Agreed, the Protoss changes I think really injected a lot of excitement into the game and I hope that they use PTR to really experiment with those kinds of changes and look at similar stuff for Terran and Zerg too... I just think they went about the last few patches weren’t very well thought out and mixing it all with the worker changes was too much | ||
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ProTech
United States495 Posts
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Daeracon
Sweden203 Posts
Here is the output of that: Economy & Map Pool Map Pool: Updated map pools across 1v1, 2v2, 3v3, and 4v4 remain active as introduced in 5.0.16. Terran Planetary Fortress Cost: 250 Minerals / 150 Gas (Increased from 150/150 in 5.0.16b; not explicitly reverted in 5.0.17). Widow MineAttack Launch Delay: Increased from 0.85 seconds to 1.07 seconds (New in 5.0.17). ReaperBuild Time: Reduced from 34 seconds to 32 seconds (New in 5.0.17). Medivac & Subgroup PriorityCommands: "Load Nearby Units" command functionality remains intact (from 5.0.16) .Subgroup Priority Order: Remains updated to (Ghost, Marine+Marauder, Raven, Battlecruiser, SiegeTank) (from 5.0.16). Protoss Shield Battery Starting Energy: Starts with 100 energy if built near a Nexus, otherwise 50 energy (New mechanism in 5.0.17; replaces the 75 baseline energy from 5.0.16). Sentry Forcefield Durability: Forcefields now take 1 Corrosive Bile to destroy (Reduced from 2 in 5.0.17). Hallucination Behavior: Hallucinations inherit the current order queue of the casting Sentry (QoL update from 5.0.16). Mothership Shields: Increased from 200 to 350 (New in 5.0.17). Health (Life): Decreased from 400 to 350 (New in 5.0.17). Adept Train Time: Reduced from 33 seconds to 30 seconds (New in 5.0.17). Warp Prism: "Load Nearby Units" command functionality remains intact (from 5.0.16). Zerg Overseer Changelings: Automatically inherit order queue of casting Overseer, and death contagiousness to nearby Changelings remains intact (QoL/Behavior update from 5.0.16). Infestor: Neural Parasite expiring only upon structure completion on SCVs remains active from 5.0.16). | ||
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CicadaSC
United States2001 Posts
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Harris1st
Germany7419 Posts
Viper Abduct can no longer be cast on Siege Tanks. WTF??? Do they mean SiegeD Tanks? | ||
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Legan
Finland597 Posts
They also need to have and communicate a vision for the future if they want to make any bigger changes. Without vision, it is hard to evaluate if they are moving in the right direction at all. Especially, Protoss needs this vision for gameplay in each matchup. They should also be somewhat confident in the vision so that they are willing to make new changes on top of previous ones to achieve the overall vision instead of repeatedly backtracking. | ||
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SC-Shield
Bulgaria884 Posts
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Lexender
Mexico2665 Posts
My bet is we get 2-3 parches to tweak a few things and then we wont see anything until at least late 2027. | ||
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ProTech
United States495 Posts
On October 01 2026 18:50 Legan wrote: For the future, they need to establish what the process for changes will be. They can't make new big changes with this mess being remembered. Any bigger change needs people to trust the process. Have regular PTR updates. One every two weeks at least. Be conservative with releasing the patch from PTR. They also need to have and communicate a vision for the future if they want to make any bigger changes. Without vision, it is hard to evaluate if they are moving in the right direction at all. Especially, Protoss needs this vision for gameplay in each matchup. They should also be somewhat confident in the vision so that they are willing to make new changes on top of previous ones to achieve the overall vision instead of repeatedly backtracking. The mess was created because there were not enough people testing the PTR so they pushed it to the ladder. The playerbase was at an all time low at the time of changes so there's no real way to get feedback from players unless they actually force it on the ladder, which is a terrible idea for obvious reasons, but due to the overall lack of a player base it wasn't a choice. Blizzard is trying to bring players back to the game, but the ship has sailed, high eco destroyed any chance of that, so now they're stuck with the high-eco player base that remains. The reason the majority of the players left back when they made the original changes to the game was because the skill of the game dropped from the ceiling to the floor, StarCraft in a high-eco settings is a super low expression of skill. So high-eco was the absolute #1 killer of the game. Skirmishes are lame, positioning is lame, and overall strategies are one-dimensional and boring. Not enough time was given to this current state of the game, and the developers are just freaking out because they don't have that player base buffer that they used to have. The other collosal mistake that happened with this transition is that the map pool never changed from high-eco concept. Players all feel like they're playing a watered-down high eco setting because the maps really didnt adjust for the eco settings. IMO this is one of the main reasons it was met with negative feedback. | ||
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