We'd like to thank everyone who participated in testing these tweaks with us. Those who played on the map repeatedly were of great help.
Sometime in the next few days, we intend to replace this map with one that has a couple of different balance adjustments, for further testing. We'll go into greater detail on that in the blog and here in the forums at that time.
Sometime in the next few days, we intend to replace this map with one that has a couple of different balance adjustments, for further testing. We'll go into greater detail on that in the blog and here in the forums at that time.
2012/11/27 UPDATE: http://us.battle.net/sc2/en/forum/topic/7199640072?page=24#474
We’ve recently published a custom version of Antiga Shipyard, called "Antiga Shipyard (1.5.3 Balance)," in which we’re testing small balance changes to StarCraft II. Our plan is to first consider these, and then potentially test additional changes. Here’s the situation:
Fungal Growth no longer affects Psionic units. (Sentry, High / Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor)
In addressing the metagame in the near future, we’re taking the time to fully determine which changes will work best together, and we're not looking for first impressions. Please playtest the new map thoroughly and join us in this discussion thread with your feedback.
- We've heard plenty of feedback recently from pro players and the community about powerful Zerg strategies.
- Globally, at both the pro and non-pro levels, we’re not seeing significant balance issues.
- We don't think there’s a large problem here, but we do agree that it’s worth trying to make things better by allowing some different options for players facing Zerg opponents.
- As always, we want to make minor changes that open up tactical play, if possible.
Fungal Growth no longer affects Psionic units. (Sentry, High / Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor)
- By making Psionic units immune to Fungal Growth, Infestors will need to be better protected by supporting units and will become somewhat more vulnerable to High Templar and Ghosts.
- We’ve been discussing the design of the Seeker Missile for a while, and want to see it reach its potential. However, we don’t want to go overboard with the Raven. This change, if we settle on it, is something that will promote slightly more Raven usage, but shouldn’t completely rework the Terran late game.
In addressing the metagame in the near future, we’re taking the time to fully determine which changes will work best together, and we're not looking for first impressions. Please playtest the new map thoroughly and join us in this discussion thread with your feedback.
http://us.battle.net/sc2/en/blog/7922533/Call_to_Action_Balance_Testing-11_20_2012