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United States33707 Posts
https://news.blizzard.com/en-us/article/24309308/starcraft-ii-5-0-17-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, we have rolled back most balance changes to the live release of StarCraft II from patch 5.0.16 to 5.0.15.
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 4,000 to 4,500.
TerranCommand Center - Cost increased from 300 to 400.
- Supplies increased from 13 to 15.
- Planetary cost reduced from 250/150 to 150/150.
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 split from 4 seconds to 11 seconds 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 - Psi Storm 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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China6332 Posts
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only took 4 hours to be omega bored again.
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game
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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.
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well i guess we will never get any big changes again, huh?
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Great, protoss is back to normal now.
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Bisutopia19393 Posts
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.
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Rip 8 worker start and having real gas variation timing And rip 3-4 player maps
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On October 09 2026 05:07 BisuDagger wrote:Show nested quote +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. on ladder most players would veto it though, and pros in sc2 are so majorly against change, any weird map gets constantly veto'd. I like the idea, but we would also need a tournament organizer like ASL for it to work. thats why i like blizz changes than community maps. forces players to play on things that shake up the game.
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Finally Toss is back to being playable.
Wished viper can abduct siege tanks though
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And here I am still wanting 6 worker start back :D
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On October 09 2026 13:23 AssyrianKing wrote: And here I am still wanting 6 worker start back :D
There's two of us!
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On October 09 2026 05:07 BisuDagger wrote:Show nested quote +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.
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So the change made Mutalisks too strong or something? =\
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On October 09 2026 11:45 TeamMamba wrote: Finally Toss is back to being playable.
Wished viper can abduct siege tanks though
Why? There is no reason to play tanks then. Mines and libs are much worse designs imo. Set up flanks and catch them unsieged, maps can balance tanks very well.
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On October 09 2026 19:25 Slydie wrote:Show nested quote +On October 09 2026 11:45 TeamMamba wrote: Finally Toss is back to being playable.
Wished viper can abduct siege tanks though Why? There is no reason to play tanks then. Mines and libs are much worse designs imo. Set up flanks and catch them unsieged, maps can balance tanks very well. Vipers could abduct tanks for all of LotV and it didn't deter tank usage at all
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The community has become the worst part of this game. Closely followed by some of the degenerates on ladder who cheat and/or smurf.
I enjoyed coming back to play again with the changes but I seem to be in the minority when it comes to SC2 eco/strategy design.
Enjoy your game. Nothing creatively interesting happens anymore. It's just scouting and mechanics.
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