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HotS balance update #8

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
1 2 3 4 5 113 114 115 Next
Cracy
Profile Joined October 2011
Poland221 Posts
Last Edited: 2012-12-05 23:35:21
December 05 2012 23:23 GMT
#1
To accompany the deployment of Heart of the Swarm Beta patch 2.0.2, we’ve compiled a list of all of the balance changes made to the beta since our previous update.

Terran

Medivac
New ability: Emergency Thrusters
Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.
The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab:
Health restored per second from 9 to 15.
Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.
Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds.

Reaper
Base speed increased from 2.95 to 3.375
Upgraded speed increased from 3.84 to 4.25.

Widow Mine
No longer hits cloaked units.
New upgrade: Drilling Claws
Decreases burrow time from 3 to 1 second.
Requires Tech Lab and Armory. Costs 150/150, 110 second research time.

Thor
250mm Strike Cannons has been removed.
The Thor can now switch between two modes: High-Impact Payload and Explosive Payload. The mode shift takes 4 seconds.
When in High-Impact Payload mode, the Thor switches to a different anti-air gun (250mm Punisher Cannons) that has 10 range and deals 24 flat damage.
Thor radius, inner radius, and separation radius increased from 0.8215 to 1.

Raven
Seeker Missile has been redesigned:
Can now fire from 10 range.
Missile comes out and stays immobile in front of the Raven for 3 seconds while charging up, then rapidly moves (it’s not dodgeable at this point) and explodes at the target for 300 single target damage.
Targeted unit lights up red when targeted. If the unit moves 13 range out of where the Seeker Missile is, the Missile fizzles.

Hellbat
Splash damage radius increased from 90 to 110.

Armory
The Armory now only has one weapon and one armor upgrade for both air and ground upgrades for both Factory and Starport units.


Protoss

Mothership
Recall now functions as it does with the Mothership Core.
Vortex now kills a single target.
Vortex does not affect massive units.

Mothership Core
No longer massive.

Oracle
Pulsar Beam
Now called “Activate Pulsar Beam” and “Deactivate Pulsar Beam”.
When activated, the Oracle’s Pulsar Beam is enabled.
Weapon deals 15+10 light.
Weapon period changed to 0.86, down from 1.
Weapon range reduced to 4.

Build time increased to 50, up from 35.
Energy drain is now 4 per second.

Phoenix
Range increased from 4 to 5. Upgrade still grants +2 range.

Dark Shrine
Cost is now 100/100, down from 100/250.

Tempest
Now requires Fleet Beacon.
Attacks with two weapons. The primary weapon, Kinetic Overload, hits air units and remains unchanged. The secondary weapon, Resonance Coil, hits ground units, and does not deal bonus damage to massive units.
Build time is now 60, down from 75.

Void Ray
Prismatic Beam:
No longer charges up.
Weapon period decreased from 0.6 to 0.5.
No longer does passive +massive damage.

Prismatic Alignment (new ability) increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades.

Zerg

Hydralisk
Speed upgrade now requires Lair tech.

Mutalisk
Speed increased from 3.75 to 4. Acceleration stays at 3.5.

Swarm Host
Health increased from 120 to 160.

Infestor
Fungal Growth:
Is now a projectile.
Speed of the projectile is 10.
Range down to 8.

Infested Terrans no longer gain weapon and armor upgrades.
Infested Terran egg health down to 70.

Ultralisk
Burrow Charge has been removed.
Damage changed from 15+20 armored to 35 flat damage.

Viper
Health increased from 120 to 150.


http://us.battle.net/sc2/en/forum/topic/7320452320

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blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2012-12-05 23:30:21
December 05 2012 23:26 GMT
#2
Like zerg changes 35 flat damage all the time is nice and viper health increase I won't complain :D.

Seeker missile with 300 damage holy shit lol that will be interesting.
When I think of something else, something will go here
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
December 05 2012 23:27 GMT
#3
And lo, Terran players looked upon the patch, and they saw that it was good, and they rejoiced.

I don't know what to think quite yet. I'm stunned.
Qikz
Profile Blog Joined November 2009
United Kingdom12040 Posts
December 05 2012 23:28 GMT
#4
I'm not sure what thread we're going to use for this, but this is quite possibly the best changes I've ever seen.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Rudermensch
Profile Joined April 2011
United States50 Posts
Last Edited: 2012-12-05 23:29:49
December 05 2012 23:28 GMT
#5
Oh wow, some of these changes are really amazing. I like the Thor idea as another way for mech to deal with Brood Lords.

Medivac changes are intense. Ultralisk change is nice, but I'm still not sure about it closing space on units.

I'm still sad that Carrier wasn't touched though.

Edit: really happy they're messing with older units though!
It's like looking into the eye of a duck and sucking all the fluid from its beak.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 05 2012 23:30 GMT
#6
LOL i dont know what to say, this is INSANE rofl :D
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
Last Edited: 2012-12-05 23:31:14
December 05 2012 23:30 GMT
#7
DT rush will be really good now.

Seeker missile change is interesting.

New medivac seems really good.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
LOLItsRyann
Profile Joined April 2011
England551 Posts
December 05 2012 23:31 GMT
#8
NOOOO BURROW CHARGE ahn well screw it.

More HP on Hosts and Vipers. That's awesome. I fucking hate drops anyway and now they're super strong -_-
EG<3
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
December 05 2012 23:31 GMT
#9
HOLLLYY SHEEET TERRAN

HELL YES !

Its rape time.
RIP MKP
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 05 2012 23:31 GMT
#10
Well Ultra seems situationally really strong now o_O

I like the Infestor changes and Mutalisk changes. Hydra speed change seems good as well.

Void Ray change seems pretty interesting as well.

DT rushes just got a lot stronger o_O Maybe it's to counterbalance the easier detection.

I don't really understand Tempest changes.

Vortex turned into shit.

Don't really know about Oracle changes.

Thor changes seem kind of interesting. No idea what Seeker Missile changes really do.

The Medivac changes seem interesting for making Bio stronger late though I'm not sure if making them even better in skirmishes is the way to go.

Reaper and Widow Mine changes seem all right though 1 second burrow might be too fast.



Overall the patch seems really good.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Crawdad
Profile Joined September 2012
614 Posts
December 05 2012 23:32 GMT
#11
Oh my god.

I think... I think I'm crying.
SuperYo1000
Profile Joined July 2008
United States880 Posts
December 05 2012 23:32 GMT
#12
can someone who has beta explain vortex changes? Seems like it will never be used
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
December 05 2012 23:32 GMT
#13
Insane changes, I'm so fucking giddy right now.
https://x.com/CaptainWaffless
TopRamen
Profile Joined February 2011
United States96 Posts
December 05 2012 23:32 GMT
#14
Holy shit!
I think I like these changes, especially the Armory Upgrade one. It'll make mech a little more flexible.
Use your noodle!
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2012-12-06 00:06:22
December 05 2012 23:33 GMT
#15
they change everything so dramatically except for fungal growth -_-. Why don't they make it a slow that lasts for eight second and does no damage but is castable while burrowed? it would be a cool change to try and much better than the root it ids now, even if they make it a projectile

EDIT: I just realized that with this new buffed medivac healing rate, it might actually be better to neural parasite medivacs. Doing this will not only prevent the medivacs from healing terran infantry, but the stolen medivacs will also heal your own units.
Telsh
Profile Blog Joined March 2012
United States148 Posts
December 05 2012 23:33 GMT
#16
On December 06 2012 08:32 SuperYo1000 wrote:
can someone who has beta explain vortex changes? Seems like it will never be used


That's the Idea champ!
snively
Profile Blog Joined August 2011
United States1159 Posts
December 05 2012 23:33 GMT
#17
vortex what? lol so interesting
My religion is Starcraft
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 05 2012 23:33 GMT
#18
Also no more vortex makes me so damn happy I now imagine I will no longer see mothership in zvp :D

On December 06 2012 08:32 SuperYo1000 wrote:
can someone who has beta explain vortex changes? Seems like it will never be used


That's the point they don't want it to be used in competitive play since it's such a shit thing to watch.
When I think of something else, something will go here
MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 05 2012 23:34 GMT
#19
These are the best patch notes I have ever read.

I agree with everything except giving Swarm hosts more hp, they are already very strong when massed.
Bleez
Profile Joined January 2011
Greece17 Posts
December 05 2012 23:34 GMT
#20
omg....so many awesome changes!!!!!!!
(-_-(-_-)-_-)
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