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Russian Federation8 Posts
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.
TerranCommand 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.
ProtossNexus - 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.
ZergHatchery, 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.
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United States1962 Posts
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I could cry of happiness right now
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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/
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Bisutopia19387 Posts
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.
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I can play starcraft with clear mind after this. I didn't like the slow pace at the beginning.
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Finally, I can return to StarCraft II, which I remember most.꒰˶>ᗜ<˶꒱
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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.
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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. :/
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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.
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love you blizzard, finally I can play my favorite game again!
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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?
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i'm back! i did leave.
i got my Megamania, River Raid, and Chopper Command patches while I was away.
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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...
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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.
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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?
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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.
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