http://us.battle.net/sc2/en/forum/topic/9678947852?page=1
We’ve just published a new Balance Test Map to the StarCraft II Custom Games list entitled "Bel’Shir Vestige LE (2.0.10 Balance v1.1)". This time, we’ve reverted the Viper energy increase from the last iteration of the test map, and replaced it with a buff to Ultralisk health. Our plan is to first consider the changes below, and potentially test additional changes after reviewing your feedback. Here’s what we're testing:
Terran
Armory
Vehicle and Ship Weapon upgrades have been combined into just one upgrade.
Zerg
Overseer
The Pneumatized Carapace upgrade now increases Overseer movement speed from 1.88 to 3.375 (previously 1.88 to 2.75.)
Ultralisk
Health increased from 500 to 550.
With version 1.1 of the Balance Test Map, we reverted the following change:
Zerg
Viper
Starting energy increased to 200.
If you’re interested in the reasoning behind these changes, you can check out this Forum Thread written by David Kim and the StarCraft II Balance Team. Additionally, you can read David Kim’s thoughts on the new Ultralisk change here.
Thank you for your continued feedback and support. We kindly ask that you take your time to play plenty of games on the balance test map before offering your thoughts on the changes above.
Thank you!
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Call to Action: August 15 Balance Testing
![[image loading]](http://i.imgur.com/45eB6ZY.jpg)
![[image loading]](http://i.imgur.com/45eB6ZY.jpg)
We’ve just published a new Balance Test Map to the StarCraft II Custom Games list entitled "Bel’Shir Vestige LE (2.0.10 Balance v1.0)." This time, we’re testing balance changes for Armory upgrades, the Overseer, and the Viper in Heart of the Swarm. Our plan is to first consider the changes below, and potentially test additional changes after reviewing your feedback. Here’s the situation:
Terran
Armory
Vehicle and Ship Weapon upgrades have been combined into just one upgrade.
Zerg
Overseer
The Pneumatized Carapace upgrade now increases Overseer movement speed from 1.88 to 3.375 (previously 1.88 to 2.75.)
Viper
Starting energy increased to 200.
If you’re interested in the reasoning behind these changes, you can check out this forum thread written by David Kim and the StarCraft II Balance Team. Feedback based on play testing is the most helpful information you can share with us, and we kindly ask that you take your time to play plenty of games on the balance test map before offering your thoughts on the changes above.
As always, thank you for your continued feedback and support. We’d like to restate that we’re trying out the changes listed above to see how they affect current gameplay and none of these changes are final. Once you feel you’ve had enough time to test thoroughly, we welcome you to join us in this discussion thread.
![[image loading]](http://i.imgur.com/TMk5tK3.png)
Source: http://us.battle.net/sc2/en/forum/topic/9628133352#1
Banner from Existor.
We're looking to start testing more changes on a test map so we can better prepare to make tweaks if they’re needed in the future. Please understand: as always, we’re not proposing final changes with this balance test map. If and when we do decide to make any balance changes, we will definitely let you know.
1. Overseer speed buff (after upgrade)
TvZ feels quite balanced until the very late game when there are so many skirmishes and so many Widow Mines. We want to keep the really exciting gameplay while finding ways to help out Zerg in those specific battles. Having to micromanage your army in every engagement, morph new Banelings, manage 4-5 (or more) bases, and morph new Overseers can be a bit too much. So we’re going to test giving Overseers a speed buff after the speed upgrade is purchased, so that we keep the early- and mid-game the same while specifically helping out the Zerg in the later stages. They still wouldn't move as fast as say, Mutalisks, but perhaps late game TvZ goes more evenly if Overseers don't lag behind and get killed in most late engagements.
2. Combine mech ground and air upgrades
We don't think Terran is struggling, but do think mech in general has been weak throughout HotS. We tested this specific change a bit in the beta, and we have some idea of how much better mech will be, but a lot has changed since then, so we'd like to actually have players playtest it again.
Right now, it's looking like the only area where Terran might be weak is late game PvT, but it’s debateable. If so, this change would address that area, because upgrading Vikings that are really core in the matchup will also help with the Hellbat transition in the late game.
3. Vipers start with full energy
We’ve been discussing various options for the Zerg both internally and with top players and casters around the world, and we feel that this change might be a good place to start testing.
We don't know yet whether we want to increase the rate of Vipers’ spells, and thought it might be cool if Vipers come out of the box at full strength, so their first use has a much bigger impact. It’s possible that we can both increase the strength of Zerg in the late game and bring back a fun strategy that we’re seeing a bit less lately.
Again, please remember none of these changes are final. We're still constantly watching our ladder data and the highest level tournament games. As we all know, something that looks overpowered right now can change for top players in a matter of 1-2 weeks. We want to know as much as possible about how changes like these play out, so we’re ready when changes are needed.
Thank you!