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5.0.17 Patch Notes - October 7, 2026

Forum Index > SC2 General
21 CommentsPost a Reply
1 2 Next All
Waxangel
Profile Blog Joined September 2002
United States33707 Posts
October 08 2026 04:22 GMT
#1
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.

Terran

Command 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.

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 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.

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.
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AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
digmouse
Profile Blog Joined November 2010
China6332 Posts
October 08 2026 04:47 GMT
#2
That was... quick.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
ProTech
Profile Joined November 2010
United States498 Posts
October 08 2026 05:05 GMT
#3
only took 4 hours to be omega bored again.
kAra
Profile Joined September 2004
Germany1467 Posts
October 08 2026 10:26 GMT
#4
game
mada mada dane
Harris1st
Profile Blog Joined May 2010
Germany7424 Posts
October 08 2026 10:56 GMT
#5
Game saved!
Go Serral! GG EZ for Ence. Flashbang dance FTW
Creager
Profile Joined February 2011
Germany1965 Posts
Last Edited: 2026-10-08 14:38:21
October 08 2026 14:36 GMT
#6
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.
... einmal mit Profis spielen!
CicadaSC
Profile Joined January 2018
United States2010 Posts
October 08 2026 15:06 GMT
#7
well i guess we will never get any big changes again, huh?
Remember that we all come from a place of passion!!
SC-Shield
Profile Joined December 2018
Bulgaria891 Posts
October 08 2026 16:25 GMT
#8
Great, protoss is back to normal now.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19393 Posts
October 08 2026 20:07 GMT
#9
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.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
October 08 2026 21:03 GMT
#10
Rip 8 worker start and having real gas variation timing
And rip 3-4 player maps
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
CicadaSC
Profile Joined January 2018
United States2010 Posts
Last Edited: 2026-10-08 22:07:10
October 08 2026 22:06 GMT
#11
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.
Remember that we all come from a place of passion!!
TeamMamba
Profile Joined June 2025
294 Posts
October 09 2026 02:45 GMT
#12
Finally Toss is back to being playable.

Wished viper can abduct siege tanks though
AssyrianKing
Profile Blog Joined August 2011
Australia2122 Posts
October 09 2026 04:23 GMT
#13
And here I am still wanting 6 worker start back :D
John 15:13
Creager
Profile Joined February 2011
Germany1965 Posts
October 09 2026 05:31 GMT
#14
On October 09 2026 13:23 AssyrianKing wrote:
And here I am still wanting 6 worker start back :D


There's two of us!
... einmal mit Profis spielen!
Creager
Profile Joined February 2011
Germany1965 Posts
Last Edited: 2026-10-09 05:39:00
October 09 2026 05:38 GMT
#15
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.
... einmal mit Profis spielen!
TelecoM
Profile Blog Joined January 2010
United States10872 Posts
October 09 2026 06:53 GMT
#16
So the change made Mutalisks too strong or something? =\
AKA: TelecoM[WHITE] Protoss fighting
sanjanasinghaniya
Profile Joined October 2026
India1 Post
October 09 2026 08:35 GMT
#17
--- Nuked ---
Slydie
Profile Joined August 2013
2014 Posts
October 09 2026 10:25 GMT
#18
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.
Buff the siegetank
Charoisaur
Profile Joined August 2014
Germany16102 Posts
October 09 2026 12:01 GMT
#19
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
Many of the coolest moments in sc2 happen due to worker harassment
imsupervisor1
Profile Joined August 2017
13 Posts
October 09 2026 12:25 GMT
#20
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.
1 2 Next All
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