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TL Poll: How do you feel about the 5.0.16 PTR balance chan…

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TL.net Bot
Profile Joined June 2004
TL.net136 Posts
May 30 2026 05:23 GMT
#1
Discussion thread for front page poll: "How do you feel about the 5.0.16 PTR balance changes?"
ejozl
Profile Joined October 2010
Denmark3498 Posts
May 30 2026 07:45 GMT
#2
balance and qol changes mostly suck.

eco changes are in the right direction.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
depressed1
Profile Blog Joined May 2021
53 Posts
Last Edited: 2026-05-30 08:47:41
May 30 2026 08:41 GMT
#3
I feel negative energy here. None of these makes sense. We are not in a prime year. Community is shrinking. Player base? from 500 000 unique accounts down to 160 000. New players will struggle even more to understand the game. No guidelines, for them. Map design? Well, it's even worse here. Map design will be extremely simple. And it looks like we'll have to adjust the rush distance drastically. And we are going to watch +1 or +2 additional minutes of nothing at the game. Balance changes... sucking hard and sucking long shlong. Tired of ghost changes.

This is a very self-serving, selfish patch.

I'm sorry.
depressed_marauder (yt: DepressingStarcraft) done and gone.
axi
Profile Joined October 2025
3 Posts
Last Edited: 2026-05-30 09:22:21
May 30 2026 09:21 GMT
#4
Blizzard looked at a skyscraper teetering on collapse and decided to blow up the foundation. This isn’t a “balance patch”—it’s a catastrophic demolition of SC2’s core DNA. The 5.0.16 PTR doesn’t iterate; it obliterates.
Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay.
The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing.
But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door.
SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin.
Agh
Profile Blog Joined July 2010
United States1052 Posts
May 30 2026 10:25 GMT
#5
Should just implement everything stormgate had going for it. (Mainly referring to control group binds. Eg. Being able to set up customizable selection/be able to omit things from it. )... But might as well go further and do the whole command card automation. Hell do the right click and drag spread/arc thing too. Think it's wild that you can't remove an overseer/observer/medivac/etc from all army selection in 2026. Also make the rapid fire keybind setup a default option for the game.

Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes.
Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated.


Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era)

Very disappointed this is the 'phase 1 feeler' patch they came up with
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
WombaT
Profile Blog Joined May 2010
Northern Ireland26975 Posts
May 30 2026 10:48 GMT
#6
On May 30 2026 19:25 Agh wrote:
Should just implement everything stormgate had going for it. (Mainly referring to control group binds. Eg. Being able to set up customizable selection/be able to omit things from it. )... But might as well go further and do the whole command card automation. Hell do the right click and drag spread/arc thing too. Think it's wild that you can't remove an overseer/observer/medivac/etc from all army selection in 2026. Also make the rapid fire keybind setup a default option for the game.

Idea to change economy at this point is beyond half baked. I will be extremely surprised if it results in anything other than games averaging 1-2 extra minutes.
Don't think this will entice any new player into trying it out, and for every potential returning player this might appeal to, an equal or greater amount will probably be irked and demotivated.


Even with all that said it's unfortunate that any change is a positive one because the game is in such a piss poor state. (Right now Probably 3rd all time right behind WoL launch and the final form broodlord infestor era)

Very disappointed this is the 'phase 1 feeler' patch they came up with

Implementing the UI tweaks Stormgate and other modern RTS games have made is a no-brainer for me, presuming it’s non-trivial to do

Lemme customise unit priority dagbabbit!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
baldgye
Profile Joined April 2011
United Kingdom1108 Posts
May 30 2026 11:54 GMT
#7
I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but

- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit
- but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style...

The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there...
Creager
Profile Joined February 2011
Germany1940 Posts
May 30 2026 15:07 GMT
#8
On May 30 2026 16:45 ejozl wrote:
balance and qol changes mostly suck.

eco changes are in the right direction.


Second this. I particularily dislike the dumbing-down of the game disguised as QoL. Further and further accommodating F2-using players without drawbacks is just bad.
... einmal mit Profis spielen!
jimminy_kriket
Profile Blog Joined February 2007
Canada5533 Posts
May 30 2026 17:45 GMT
#9
I said very positive because I like that blizzard is willing to make huge changes like this. If the patch were to go through in its current state however I will be very very negative . I don't think there's a chance that happens though.
life of lively to live to life of full life thx to shield battery
SC-Shield
Profile Joined December 2018
Bulgaria855 Posts
May 30 2026 20:46 GMT
#10
On May 30 2026 20:54 baldgye wrote:
I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but

- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit
- but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style...

The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there...


I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely.
baldgye
Profile Joined April 2011
United Kingdom1108 Posts
May 31 2026 07:45 GMT
#11
On May 31 2026 05:46 SC-Shield wrote:
Show nested quote +
On May 30 2026 20:54 baldgye wrote:
I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but

- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit
- but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style...

The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there...


I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely.



Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins.

Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready
TelecoM
Profile Blog Joined January 2010
United States10744 Posts
June 01 2026 05:15 GMT
#12
I think it's an insanely great step in the right direction!
AKA: TelecoM[WHITE] Protoss fighting
bycrazingby
Profile Joined October 2025
17 Posts
June 02 2026 15:27 GMT
#13
Intead of changing mechanics, add more units is better
BronzeKnee
Profile Joined March 2011
United States5221 Posts
Last Edited: 2026-06-05 23:58:04
June 05 2026 23:57 GMT
#14
On May 30 2026 17:41 depressed1 wrote:
And we are going to watch +1 or +2 additional minutes of nothing at the game.


No, because I am going to scout you, and then all-in. The game will be all action from there.
Arghmyliver
Profile Blog Joined November 2011
United States1078 Posts
June 06 2026 02:09 GMT
#15
Damn, nothing like a big shake-up to send the keyboard warriors for their thesauri. Would that such passion were directed at real world problems. Excited to see this honestly, but then I played in the days of ActionJesuz and the six pool.

+ Show Spoiler +
[image loading]
Now witness their attempts to fly from tree to tree. Notice they do not so much fly as plummet.
Whiztard
Profile Blog Joined July 2009
United States237 Posts
Last Edited: 2026-06-07 04:47:01
June 07 2026 04:45 GMT
#16
They change Protoss so much more than any other race. Super major changes: Mothership Core, Pylon Overcharge, Mothership Core removal, Nexus Overcharge, Shield Battery, then Warpgate.

Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok.

For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc?

Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders.
when Bisu switches to SC2...... (2014 update: sighh)
WombaT
Profile Blog Joined May 2010
Northern Ireland26975 Posts
June 07 2026 10:38 GMT
#17
On June 07 2026 13:45 Whiztard wrote:
They change Protoss so much more than any other race. Super major changes: Mothership Core, Pylon Overcharge, Mothership Core removal, Nexus Overcharge, Shield Battery, then Warpgate.

Meanwhile for Terran....bunker, reaper, supply depot barracks requirement, ok.

For Zerg....I don't even know what fundamental changes they ever got! I suppose queens got easier to use. Hydralisk speed and dash? It was an upgrade overall iirc?

Every major change for Protoss changes how the race survives in the early game which is insane since it upends entire build orders.

It’s almost like Toss has some pretty fundamental issues which need held together by sticking plasters and a prayer
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Maksim2010
Profile Joined July 2019
44 Posts
June 08 2026 09:29 GMT
#18
Worker change didn’t do much(except delay everything 2-3 minutes in my opinion) but the changing of the minerals per base is good I would prefer it even higher since I like low base play more.(not so punishing if u can’t expand bases don’t run out so fast). For the balance of units I would prefer more drastic reworks or new units per race 2-3.
Harris1st
Profile Blog Joined May 2010
Germany7223 Posts
June 08 2026 13:39 GMT
#19
On May 31 2026 16:45 baldgye wrote:
Show nested quote +
On May 31 2026 05:46 SC-Shield wrote:
On May 30 2026 20:54 baldgye wrote:
I'm not a very high MMR player... but I this entirely changes the marco requirements for Protoss in such a cool and interesting way... at least, with what I've been playing around with on the PTR... idk about balance or anything like that.. but

- macro'ing from gateways is now much easier, because you no longer have to physically look at a warpin point and then spam the units you want.. and remember to do this all the time... now you can just hotkey your gates and macro from them like any other production unit
- but ontop of that, you now get to dynamically change that, when you have a warp prism, you can switch them over, warp in a bunch of zelots, transform them back and go into an easier macro style...

The early game and openings are going to be really interesting though, as idk how to open without going 2gate just because of early pressure and the new warpgate research stopping you from producing from a gateway for so long... it would also be nice if the core could do *something* as for most of the game until the late game, it just sits there...


I don't see why you want to stay on gates once you have warp gate technology. What if you get a medivac drop or nydus in base? Good luck with gateway tech if your army is far away. There is a reason why warp gates are convenient. Now if you remove nydus and tweak here and there, you may even remove warp gate entirely.



Yeah I’m not sure, but macro’ing from gateways is easier now you don’t physically have to warp-in, and I think it’s quicker too. So for 3.8k plebs like me, it *might* allow you to just have a bigger army than normal because you’re not missing warpins.

Drops and nydus attacks would just be dealt with the same way zergs and terrans deal with them, rather than hoping you have a warpin ready


Since we 3,8k plebs have some floating minerals anyway, it will always be better to just build 2+ more gates (that wouldn't be affordable with good macro) and then go from there with warpins.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Trick_Worldliness_21
Profile Joined June 2026
1 Post
June 08 2026 16:34 GMT
#20
On May 30 2026 18:21 axi wrote:
Blizzard looked at a skyscraper teetering on collapse and decided to blow up the foundation. This isn’t a “balance patch”—it’s a catastrophic demolition of SC2’s core DNA. The 5.0.16 PTR doesn’t iterate; it obliterates.
Your “pro scene” is already on life support. Most pros are semi-retired, and the few still playing aren’t theorycrafting—they’re mourning. You’ve taken a competitive ecosystem running on fumes and poured sand in the gas tank. Few will waste months re-learning economy, supply, and production timings because some detached developer had a “vision” for one-to-three-base gameplay.
The casuals? They’re not adapting—they’re lost. The playerbase that endured a decade of neglect is now told to forget everything they know about macro, builds, and timing.
But the real crime is the knowledge death spiral. Veterans who spent years refining guides and coaching methods now have curricula that are worthless overnight. They can’t teach what they don’t understand. Meanwhile, new players—already fighting SC2’s brutal learning curve—have been cut off at the knees. They learn half a build, the patch hits, and suddenly they’re stuck in a game that no longer resembles the one they were trying to learn. You’ve walled off generations of players and bricked up the door.
SC2 wasn’t dying because the early game was too short. It was dying because Blizzard abandoned it, then occasionally returned to kick it in the teeth. This isn’t a revival. It’s the final shovel of dirt on the coffin.


why does it feel like you had ChatGPT write this for you
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