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5.0.17 Patch Notes - October 7, 2026 - Page 2

Forum Index > SC2 General
21 CommentsPost a Reply
Prev 1 2 All
Mizenhauer
Profile Blog Joined February 2015
United States1968 Posts
5 hours ago
#21
On October 09 2026 14:31 Creager wrote:
Show nested quote +
On October 09 2026 13:23 AssyrianKing wrote:
And here I am still wanting 6 worker start back :D


There's two of us!


We could have had "Eulogy for the 12 Pool", but Blizzard denied us.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
CicadaSC
Profile Joined January 2018
United States2010 Posts
3 hours ago
#22
On October 09 2026 14:38 Creager wrote:
Show nested quote +
On October 09 2026 05:07 BisuDagger wrote:
On October 08 2026 23:36 Creager wrote:
While the revert was the only reasonable thing to do at this point, I find it sad that the result of this "experiment" now will likely be to never really fiddle around with starting worker counts again, so the "slow the early game down" approach is basically dead as the current/remaining player base has shown to reject this concept.

Would've been really cool to see Blizzard actually implement changes in line with their stated goals.

I guess I should start playing custom games on WoL against bots.

We could be braver with map design. 1 gas in main, less mineral patches in the main, naturals further away. And more interesting ideas than just those. Its been neat seeing a fastest map mineral patch used as the main in SC1’s ASL22.


I'd be down to try that, too, but then I think about how we've removed 4-player maps entirely from 1v1 in SC2, so I'm not sure how 'brave' we really can be here. To me it looks like we've established an idea of 'fun' in the game that is synonymous with the least amount of friction possible, everything has to be buttery smooth at all times.

Again, people would just veto the maps. That is not a solution for big change like a patch is.
Remember that we all come from a place of passion!!
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