Grandmaster Reviews
"Today I played some games for the first time. So far most units seem to still be a little overpowered or underpowered and should be tweaked a bit more. In general though the gameplay feels a lot quicker and the skill ceiling is a lot higher. The games are more entertaining to play and i felt like there is much more place for multitasking in this game. The thing i liked the most is that protoss isn´t that centered around the sentry anymore.
Can´t wait till it gets tweaked and updated and more balanced over time. Awesome indeed, keep rocking!"-Fnatic Harstem
Balance Patch 5 is Here! + Show Spoiler +
This will be going live very soon. In addition to a number of bug fixes (many of which was mentioned here on the thread), here's what you can be expecting in the near future:
Protoss Phoenix - Damage reset from 10 to 5+5. The extra base damage really didn't add much except the faster killing of overlords. We've reverted the change to simply stay more in line with the base game.
Sentry - Time Warp now affects time scale, slowing non-attack actions and regeneration in the radius. Being a physics major and obsessed with time, I thought adding more consistency would be nice, along with adding significant utility to the spell (lots of SCVs repairing that bunker? Now they go 50% slower). It really is a bubble of warped time.
Except for the ultralisk. It assimilated the honey-badger strain and doesn't give a shit.
Void Ray - The Void Ray has been removed. We worked with several iterations on the void ray, and nothing really fits with both the unit and the Nerazim identity behind it. Dark templar capital ships simply don't feel like dark templar units. It's original iteration in WoL and HotS placed it as an anti-armored hitter, but it was very a-move-y and didn't take a lot of control (except for the anti-armor micro button).
Our initial solution was to give it a large damage field to primarily help protoss thirds (this was present in the protoss trailer), but it was clunky and was overshadowed by the more effective Fortify. So we changed it to be a high damage protoss capital ship with a hunter-seeker-esque attack. Unfortunately, it was too hard to get off shots, too little reward when you did, and was still very a-move-y. All roles that are necessary in a composition are already taken by other units in the stargate: anti-light phoenixes; anti-armored tempests; strong, steadily damaging carriers; harassing and manipulative oracle; and the powerful battlefield manipulating mothership.
The Void Ray will be leaving the game until we can find it a proper role with an appropriate feel.
Terran Widow Mine - Widow Mine health decreased from 75 to 60. To further distinguish the mine and the siege tank, mines are now incredibly vulnerable to splash: if you don't control them carefully, they will die very quickly. This simply makes more micro important with mine-heavy strategies, as well as making it more imperative to snipe off detectors should they encroach too heavily on your position.
Viking - Ripwave Missiles removed. With the removal of the venelisk, and the change of viking from armored damage to light, this upgrade simply makes the viking broken against the two units it counters effectively without it: mutalisks and phoenixes. In the case of the mutalisk, there is plenty in the Terran arsenal between mines, ravens, marines, and vikings to deal with them if you position your defenses properly.
Zerg Hydralisk - Accelerating biomass attack speed buff increased from 10% to 20%. - Hydralisk attack period increased from 1.05 to 1.2. In both internal testing and matches that we've observed, we've noticed that Hydralisk DPS is incredibly high. Combined with their high health, other races (protoss in particular) had trouble dealing with larger numbers of these units without splash (and even with splash, an army was likely to come out of a battle with severe losses). We've lowered their attack speed, taking their DPS from 9.5 to 8.3 (comparatively, marines have a DPS of 5.81 pre-stim). To compensate for this in the early game (defending) and late game (attacking), players with good creep spread will be able to take to the offensive and gaining a higher bonus attack speed on creep (bringing the total DPS to 10.4). This should be offset by the presence of splash by enemy races at this time.
Swarm Host - Locust health decreased from 65 to 50. Swarm Hosts with two locusts are good... but with 3 locusts, they can be a serious problem. A lot of splash attacks simply couldn't deal with them before they got into range, and single-target units had trouble clearing even small numbers before dying. This should make locusts significantly easier to kill, giving protoss and terran players more time to move in and kill swarm hosts after a wave of locusts passes.
Corruptor - Plague cast range increased from 4 to 6. While we're still looking into other alternatives for this spell, we've decided to increase its range to have a better chance of actually seeing it used in games. The spell is actually quite good against larger targets and buildings, and its drawbacks are the same as corrupt: without other units around to deal damage (or take it), it won't win large numbers of corruptors any fights.
Roach - Roach damage increased from 14+4 to 16+4. As a T2 unit, Roaches simply weren't doing quite enough damage. As burrowed pack-hunter units, they should be able to pop out and kill one or two units before burrowing (or dying). This should make them more viable both as harassment options and as immediate combat units.
In our "mega post" we explain our rational for the changes we have made, and our concerns with them. You can also track the progress of our development with old patch notes. If you are coming from Heart of the Swarm, here is a comprehensive set of patch notes that details each and every change made from the base game complete with an updated Tech Tree and hats for each worker!
+ Show Spoiler +-Barracks- Ghost -Ghosts are now Light units -Snipe damage changed to 45 (-20 vs Massive) from 25+25 to Psionic Reaper -Reintroduced D-8 charge anti structure attack. Unlocked after first Factory is built -Anti-Structure attack reduced to 15 damage from 30 -Factory-Hellbat -No longer biological -Decreased health to 120 from 135 -Drop Capacity reduced to 2 from 4 (You can have 4 in a Medivac now.) Hellion -HP reduced to 80 from 90. (Medium armor makes their damage output much stronger vs all compositions.) Siege Tank -Cost reduced to 150/100 from 150/125. -Supply reduced to 2 from 3 -Siege Tanks can now overkill. -Increased speed to 2.5 from 2.25 -Decreased Siege Time to 3 seconds from 4. -New Research: Maelstrom Rounds 100/100/100. Effect: Grants an additional 30 damage to the Siege Tank's Primary target while in Siege Mode. Thor - This unit has been removed and replaced with the Warhound. New Unit: Warhound -Redesigned and added to fulfill mech’s AA needs -Cost: 150/75/2 -160 HP Armored unit -Base armor of 1 -2.75 movement speed -Ground attack: Railgun -20 damage -5 range -Attack speed 2 -Air attack: Hades missiles -30 damage -9 range -Attack speed 2.5 New Upgrade Cerberus Compound 100/100/80 at Techlab (Requires armory) Grants +10 to armored to Hades Missile Attacks and additional weapon scaling to armored. Widow Mines -Health Reduced to 60 from 90. -Unstable Payload damage increased to 130 from 120 bonus to shields removed. -Drilling Claws removed. -Burrow time reduced to 2.5 from 3. -Rearm time reduced to 30 seconds from 40. -New Upgrade, Aranae Delivery System upgraded at Factory Tech Lab. -Cost: 100/100/80. -Effect: Increases splash damage of Unstable Payload by 20. -Starport-Banshee -Supply reduced to 2 from 3 -Speed increased to 3 from 2.75 -Cloak cost reduced to 100/100 from 200/200. Battlecruiser -Attack damage increased by 25%. -Attack speed reduced by 25%. -New ability: Jump Cost: 75 energy Effect: After a 2 second charge-up period, the Battlecruiser teleports forward a range of 15 in whatever direction it was facing. Medivac -New Upgrade Rapid Deployment 150/150/100 Available at Techlab Reduces drop delay by a factor of 4. Raven -Spell modified: Auto Turret -Damage is increased to 14 from 8 -Attack speed increased to 1.5 from .8 -Now displaces enemy units when deployed. Viking -Viking now does 10 (+4 vs light) x2 damage with it’s air attack. -New Upgrade at Starport Techlab: Riptide missles add .5 splash to Viking attacks. -New animation to better communicate the anti-light splash damage
+ Show Spoiler +-Structures-Dark Shrine -Cost changed to 100/200 from 150/150. -New Upgrade: Uraj Amulet (see Dark Templar) Cybernetics Core -Upgrade modified: Warp Gate -100/100/160 -Enables Gateways to change into Warp Gates (5 second transformation) -Warp Gates warp units in anywhere with Pylon power, but cooldown is 10 seconds longer than their original Gateway build time Forge -Ground Armor and Ground Weapons research times increased to 180 seconds, 210 seconds, and 240 seconds respectively. -Gateway Tech-Zealot -Shields increased to 60 from 50. -Build time is now 35 seconds. -Warp Gate cooldown is 45 seconds. Immortal -Immortal is now built from the Gateway. It requires a Cybernetics Core. -Cost reduced to 150/100/3 from 250/100/4. -Build Time is 40 seconds with the Warp Gate upgrade. -Warp Gate cooldown is 50 seconds. -Speed is increased to 2.5 from 2.25. -Damage reduced 15 (+10 vs Armored) from 20 (+30 vs Armor). -Weapons scale at +1 (+1 vs Armored) down from (2+3 vs Armor.) -New upgrade: Anion Fortification at Twilight Council. -100/100/100 Effect: Grants the Immortal +20 Shields Stalker -Shields/Health decreased to 80/60 from 80/80. -Stalker damage changed to 14 from 10+4 vs Armored. -Armor changed to Medium from Armored. -Build time is now 38 seconds. -Warp Gate cooldown is 48 seconds. - Blink research time has been lowered to 140 seconds. -New upgrade: Shakuran Accelerator at Cybernetics Core. -100/100/80, increases Stalker range by 1. Mothership Core -Movement speed increased to 2 from 1.88 -Mothership Core now has a “soft cap” of one per Nexus -Increased Energy cost of Photon Overcharge to 125 from 100. -Photon Overcharge duration reduced to 30 seconds from 60 seconds. -Increased Photon Overcharge damage to 30 from 20. -Time Warp removed. -New Spell: Fortify Cost: 50 Energy. Area: 5 Duration: 20 Seconds. Effect: Targeted structures gain Hardened Shields and Detection Dark Templar -New upgrade: Uraj Amulet -150/150/80, Dark Templar move 20% faster and become immune to slows, stuns, and mind control. High Templar -Build time is 40 seconds -Warp Gate cooldown is 50 seconds -Storm now does 100 damage over 6 seconds instead of 80 over 4 To clarify: -Increased total damage to 100 from 80 -Reduced damage over time to 15 from 20 -Increased duration to 6 seconds from 4 -Robotics Tech- Sentry -Now built from the Robotics Facility -Cost increased to 100/100/2 from 50/100/2 -Shields/HP increased to 80/80 from 40/40 -Damage increased to 8 from 6 -Hallucination Removed -Force Field Removed -Guardian Shield costs increased to 100 energy from 75 -Decreased duration to 10 seconds from 15 -Guardian Shield now prevents targeted slows, mind-control, and pulls. -New Spell: Ion Aegis Cost: 50 Energy Area: 1.5 Duration: 5 Seconds Effect: Restores 15 Shields a Second to all units in area for duration. -New ability: Time Warp Cost: 75 Energy Range: 9 Duration: 15 seconds Area of Effect: 3 -All ground units in target area move and attack 50% slower. Projectile speed decreased by 50% in this area Colossus -Speed reduced to 1.88 from 2.25. -Damage increased to 20x2 from 15x2. -Attack Speed reduced to 2 from 1.6 -Stargate Tech-Carrier -Increased armor to 3 from 2. -Graviton Catapult no longer requires research. -Damaged interceptors returning to the carrier heal instantly -New Upgrade: Matrix Assembly -Researched at the Fleet Beacon -Reduces Interceptor build time from 8 seconds to 4. -150 minerals, 150 gas, 80 seconds Mothership -Total cost reduced to 200/200 from 400/400 -Shields/Health decreased to 200/200 -Supply reduced to 4 from 8 -Speed increased to 2.25 -Scale reduced to .8 of the original model -Acceleration increased to be the standard of all air units -This unit is no longer unique. Instead, it has a soft limit of one per nexus -Time Warp removed -Cloaking Field removed -New Spell: Envision as implemented by Oracle -Mass Recall now is centered on the Mothership’s location instead of a Nexus -Mass Recall's energy cost increased to 150 energy -New Spell: Isolation Pulse Cost: 100 energy Range: 9 Duration: 15 second duration Area: 2.5 Effect: After a .75 second delay, all units in the target area can no longer attack, be attacked, target, be targeted, or use abilities that cost energy. They can still move and use movement based abilities Oracle -Removed Envision. -Removed Pulsar Beam (ability). -Added attack: Pulsar Beam -10 (+5 vs light) to ground. Range 4, weapon speed 1 (decreased from .86) New Passive: Pulsar Disruption Effect: Structures damaged by the Oracle cannot build, research, use abilities, or attack -New Spell: Twilight Shroud Cost: 100 Energy Range: 7 AoE: -Target 2.5 Duration: 30 Seconds Effect: Cloak all friendly units so long as they are in the radius Phoenix -Shields increased to 80 from 60 -Aeon Pulse Crystal upgrade now increases Graviton Beam range to 6 Tempest -HP reduced to 200/110 from 300/150. -Tempest is no longer Massive. -Tempest model reduced by 30% -Tempests no longer require fleet beacon. -Kinetic Overload now does 30 (+20 vs Armored) damage to ground and air targets instead of 30 (+50 vs Massive) -Resonance Coil attack removed. -Attack speed reduced to 4 from 3 -Tempests have a minimum range of 3 Void Ray -This unit has been removed from the game.
+ Show Spoiler +-Zerg Ground units -Hydra, Ultra, Zergling all have faster burrow animations to encourage ambush and burrow save play. Buildings: Nydus Network -Cost Reduced to 100/100. -Nydus Warren now requires a Spawning Pool instead of a Lair. (Spawn Nydus Worm still requires a Lair.) -New Ability: Spawn Secretion Worm-100/50/20 Seconds. Secretion Worm Cost: 100/50 Requires: Spawning Pool. Build Time: 20 Seconds. Restrictions: Sight. HP: 100 1 Armor. Ability: Spew Creep: The Secretion Worm spews creep up to 11 spaces away in a line. The creep grants sight the first time it spreads to the location. Channeled ability, 30 second cooldown. Units: Zergling -Adrenal Glands attack speed bonus increased to 33% from 18.5% Hydralisk -Hydralisk Den now costs 150/25, and requires a Spawning Pool instead of a Lair. -New Passive: Accelerating Biomass: Hydralisks attack 20% faster on the creep. (Makes their attackspeed 1 on creep) -Upgrade modified: Grooved Spines -Only requires a Spawning Pool. -Reduced cost to 75/25/1 from 100/50/2 -Decreased damage to 10 from 12 -Decreased attack speed to 1.3 from .83 -Base movement speed is now 2.25 -Hydralisks have Medium armor instead of Light -Hydralisk creep speed bonus is standardized (.3) -Muscular augments increases Hydralisk to 3 instead of applying creep speed bonus off of creep. New Mutation: Swarm Host Costs: 175/50/1. Requires Swarm Den (Morphed from Hydralisk Den). Queen -Transfuse now heals 200 health over 4 seconds instead of 150 instantly. -Queen is now Armored. Roach -Roach Warren now requires a Lair to build. -Roach cost increased to 100/25 from 75/25. -Damage changed to 16+4 to armored from 16. -HP increased to 150 from 145. -Increased base Regeneration to 2 from .3 -Tunneling Claws removed. -Burrow move is now innate to the Roach. -Burrowing gives a large speed burst for 4 seconds. -Glial Reconstitution now increases burrow move speed to 2.25 from 1.88 in addition to increasing standard movement speed to 3 from 2.25. -New upgrade: Organic Carapace at Hive -Doubles regeneration rate and increases HP by 10 and doubles its burrow regeneration. -Lair Tech-Corruptor -Morphs from the Mutalisk 150/50. 17 Second Morph time. -Range reduced to 5 from 6.5 -Speed reduced to 2.5 from 2.9 -Parasitic Spores attack removed. -Corruptors now store up to two Scourlings. (Like the Broodlord) -New Attack: Scourling Impact: 10 Damage 2.2 attackspeed. Passive: Swarm Seeds: Each attack generates a Scourling that detonates after 5 seconds or is killed. The detonation does 20 splash damage in a .75 radius. Sourling 40 HP 0 Armor. Speed: 1.4 Flying. Air Attack: Volatile Burst (Dies after 5 seconds, doing 20 damage in a .75 area.) Ground Attack: N/A Infestor -Fungal now slows affected units by 70% of their base speed and spreads to nearby units after 1.5 seconds applying the slow. -Neural Parasite range has been increased to 10 from 8 and can be cast while burrowed. Mutalisk -Mutalisks now morph into Brood Lords. -Tissue regeneration changed to work like Reaper regeneration instead of constant. Swarm Host -Total cost reduced to 150/75 from 200/100. (Morphed from Hydralisk) -Supply reduced to 2 from 3. -Health reduced to 120 from 160. -Morph time is 20 Seconds. -HP reduced to 140 from 160. -New Upgrade: Potent Broods (Adds an additional Locust to each spawn.) Locust: Passive: Accelerating Biomass: Locusts attack (20%) and move (40%) faster on creep. -Attack damage reduced to 10 from 12. -Reduced HP to 60 from 75. -Enduring Locusts upgrade removed. -Locust attack speed decreased to 1.25. -Hive-Ultralisk -Damage changed to 20+15 vs armored from 35. -New Passive: Towering: Allows Ultralisks to walk over Zerglings, Broodlings, and Locusts. -New Passive: Monarch Plating: Units under Ultralisks take 50% reduced splash damage. -Reduced scale model by 10%
Welcome to Design Patch 3 + Show Spoiler +This patch is significant. In the 5 months that we have worked on this project, no patch has been as difficult or as rich an experience as this. Literally thousands of man hours have gone into the production of this mod and Patch 3 really makes it show. Before we focus on the big changes. I want to give a shoutout to Blizzard for Heart of the Swarm, specifically the design tools they have given us with their visual and editor updates. They really make the game sing. We are grateful. The Direct Approach Patch 3 continues what Patch 2 started, a refining of the creative process. In our excitement to introduce more gameplay and counterplay, we have generated a good many ideas. Some were toxic, others were unworkable, and others still were solid in principle, but poorly suited to the streamlined and elegant gameplay that identifies Starcraft. We have been reading Mark Rosewater's articles on MTG design and watching design vlogs like Extra Credits. It is striking to know how much there is to learn about making games, and how easy it is to make mistakes. As a result, we are able to hold ourselves to higher standards of design and be more comfortable doing it. This means that we are also comfortable holding Blizzard to these standards; for the first time, we will be cutting a unit to make SC2 a cleaner, more elegant game. Every cut will be explained in full, we don't do this stuff lightly. Early Aggression and Unit DiversityPatch 3 is shifting unit diversity more towards the early game. Protoss units have more combat units available out of the gate(way) and have had their classic units buffed in smaller numbers. We are continuing this trend with Zerg. Now, Zerg has five combat capable units (including the Queen) before Lair, and a new macro mechanic that encourages their use. We are hoping this will encourage more aggressive play where Zerg use timing attacks and pressure to cover for their economic expansion. We also have been focusing on making factory play more aggressive, to encourage the proactive use of the Siege Tank. Sound DesignSC2 units lack the pop and “badass” factor that SC1 units are famed for. It seems strange given SC2's vastly improved visuals, particle effects, and physics. HotS's “new” physics are fantastic for communicating the power of attacks, but what of the units themselves? Since day 1 of the WoL beta, people took issue with how washed out and weak different units sounded when they attacked or came under attack. The Zealot is the most notable example. In the setting, Zealots are conditioned warriors who train for decades, if not centuries to become fanatical warriors who can ignore pain from grievous wounds, they are by definition fearless. “We cannot hold!” Just doesn't seem to reflect the unit's character regardless of the foe attacking them. In the words of the Zealot “Fear is for the enemy.” We are changing about half of the unit's “We are under attack” quotes to match this philosophy. If a unit is willing to fight a doomed fight, their sounds should reflect that hardboiled nature. In future patches, we will be making attack and death sounds stronger and more easily differentiated from one another to enhance the player and spectator experience. Patch 3 Unit ChangesColossus -Reverted Attack AoE. -Decreased movespeed to 1.88 -Increased damage to 20X2. -Increased attackspeed to 2.5 from 3. High Templar -Storm now does 100 damage over 6 seconds instead of 80 over 4. To clarify: -Increased total damage to 100 from 80. -Reduced damage over time to 15 from 20. -Increased duration to 6 seconds from 4. Oracle -Removed Void Siphon. -Removed Hallucination. -Added Revelation from HotS. -Added basic attack: Name Pulsar Beam Damage 10 (+5 vs light) +1/+1. Ground Only. Range: 4 -New Passive. Structures attacked by Pulsar Beam cannot build, research, use abilities, or attack. Mothership -Isolation Pulse cast delay reduced to .75 seconds from 2.5 seconds. Mothership Core -Upgrade time to Mothership reduced to 60 seconds from 100. Sentry -Removed Force Field. -New Spell: Ion Aegis. Cost: 50 Energy. Area: 1.5 Duration: 5 Seconds. Effect: Restores 15 Shields a Second to all units in area for duration. Battlecruiser -Warp renamed to Jump -New animation and sound added to Jump. -Increased damage by 25% -Decreased attackspeed by 25% Bunker -This structure has been removed. -This structure has been reintroduced. -Build time remains unchanged. Diamondback -This unit has been removed. Ghost -The Delay of EMP has been removed. Raven -Recovery Drone removed. -Auto Turret reintroduced. -Damage increased to 12 from 8. -Attack speed reduced to 1.5 from .8. -Auto-Turret now displaces enemy units when deployed. Reaper -Auto Turret Removed. -Changed to HotS version. -Reintroduced D-8 charge anti structure attack. Unlocked after first Factory is built. -Anti-Structure attack reduced to 15 damage from 30. Siege Tank -Siege Tech is no longer required. Siege Tech Removed. -Siege Mode Range reduced to 9 from 13. -New Upgrade: Maelstrom Rounds 100/100/80. Effect: Increases Siege Mode Range to 13 from 9. Thor -This unit has been removed. Thor is not hea Warhound -Redesigned and added to fulfill Mech's AA needs. Cost: 150/75/2 160 HP Armored Base 1 Armor Movespeed: 2.75 Ground Attack: 20 Range: 5 Attack Speed 2 Air Attack: 30+10 vs Armor. Range 9. Attack Speed 2.5 -”This old Dog still bites” for under attack bark Viking -Viking now fires several smaller missles to communicate anti-light role. It still has 2 attacks. -Riptide Upgrade now has a visual component. -”Blood and Glory!” is now under attack quote. Widow Mine -Damage increased to 130 from 120. (Splash unaffected) -Unstable Payload now targets air again. -Supply increased to 2 from 1. -Increased range to 5 from 4. -Drilling Claws removed. -New Upgrade, Aranae Manufacturing upgraded at Factory Tech Lab. Cost: 100/100/80. Effect: Reduces rearm time to 25 seconds from 40 seconds. Lairs and Hives have a higher larva limit than hatcheries. Lairs can hold up to 5 Larva. Hives can hold up to 7. Corruptor -This unit has been removed. Hydralisk -Hydralisks now gain a new model (like speedlings) that communicate their ability to shoot air units after Grooved Spines has been upgraded. Mutalisk -Tissue Regneration only works after the Mutalisk has been unharmed for 10 seconds -Increased HP regeneration to 2 from 1 per seconds Queen -Transfuse now Heals 200 HP over 4 seconds instead of 150 instantly. Roach -Roach Warren now requires Spawning Pool instead of Lair. -Health increased to 160 from 145. -Damage changed to 12 (+4 to Armored.) from 18. -Supply increased to 3 from 2. -Movespeed reduced to 2.25 from 3. -Burrowed Movespeed reduced to 1.88 from 2.5. -Roaches no longer require an upgrade to move while burrowed after Burrow has been researched. -Tunneling Claws has been removed. -Glial Reconstitution has been reintroduced and increases all movespeed to 2.5 from 1.88. Requires Lair. -Organic Carapace grants +20 Health and increased regeneration while burrowed instead of armor. Swarm Host -Produces Creep (area 5) while burrowed -Locust attack speed increased while on Creep. Venalisk -New flying AA Unit -Cost 150/50/1 (Total) (Requires Spire) -Hatches in batches of 2. -HP: 85 Armor: 1 Medium -Movespeed: 3 -Air Attack: 10. Range 5 Attackspeed 1. -Passive: Caustic Saliva -Wasp Attacks apply Caustic Saliva Debuff. Units with the debuff take 2 additional points of damage from attacks. -Can Burrow. Sound Design ChangesProtossArchon -Replaced “Dispersing!” under attack quote with ”Break on Through!” Carrier -Replaced “We are Imperiled!” Under Attack quote with “Release the Interceptors!” Dark Templar -”I cannot maintain” Under Attack quote replaced with “By the Shadows of Shakuras!” High Templar -”We cannot hold!” Under Attack quote changed to “Reenforce this Position!” Phoenix -”They've Broken Through! Under Attack Quote replaced with ”Our Fury Shall be Unleashed!” -Phoenix will occasionally say “They've Broken Through” when killed. Tempest -Removed “Hull Integrity Failing!” as a under attack bark. Zealot -Replaced “We Cannot Hold” Help Quote with “Our Enemies Must Be Eradicated!” TerranBattlecruiser -Take no prisoners! Marine -Replaced “We could use some help here!” with “I came here to kick ass and chew bubble gum!” Reaper -“We're Screwed!” Replaced with “This Ain't Good!” for under attack bark. Viking -"Can't hold em alone!" under attack bark replaced with ”Blood and Glory!" for under attack quote. Warhound -”This old Dog still bites” is now this units under attack quote
+ Show Spoiler +What is OneGoal? Our Sweat and BloodEvolution CompleteDarkest Times, Greatest HeroesDesign Patch 2 Video Overview Design Patch 1 Video Overview Why We Do What We Do! A Youtube Series Part: 1 Part: 2 Part: 3
+ Show Spoiler + Balance Patch 1: Live on 2/17/2013 See the changes! + Show Spoiler + Protoss
-Warp Gate no longer requires Twilight to research -Research time increased to 160 from 120. (Cost and effects remain unchanged.)
Protoss numbers were lagging behind the other two races in both unit production and flexability. We have reverted Warp Gate back to Cybercore tech but have not reverted its cost or the dynamic between Gate Ways and Warp Gates. This allows for strong, but not sustainable timing attacks. With the new Stalker range upgrade to compete for time in the early game, Players now have a strong choice to support macro, or timing attack based strategies.
Immortal -Cost increased to 150/100 from 150/75. -Increased build time to 45 from 40. -Supply increased to 3 from 2. -Speed upgrade removed. -Base speed increased to 2.5 from 2.25 -Immortals can no longer shoot air. -Damage increased to 20+10 to Armored from 15+10 to Armored. -Immortals are now full sized again.
The previous iteration of the Immortal succeeded in accomplishing what OneGoal wanted: a strong core army. Unfortunately, the Immortal was the only optimal thing to build (with the occasional exception of chargelots. The Stalker was left by the wayside and the Zealot was marginalized. Further, The Immortal felt like it was 70% Dragoon, 30% Immortal, and while some folks felt it was cool (including us). It just stepped on too many unit's toes and diluted the Identity of the unit. The Immortal is now strong but costly, and not really a hard counter unit (It has a 50% damage bonus to armored rather than the Dragoon's 100% damage bonus to "armored" or the WoL immortal's whooping 150% damage bonus to armored.)
Sentry -Time Warp cost reduced to 75 from 125 -Time Warp AoE reduced to 2.5 from 3. -Cast Range increased to 8 from 6.
Time Warp at 125 energy was really really powerful, but was hard to manage.t took forever to build up the energy and prevented its use as a powerful defense oriented spell (unlike forcefield which is more offensive in nature). We are trying Time Warp at 75 with a smaller aoe.
Stalker -Stalker no longer requires Twilight Council -HP increased 60/80 from 50/80. -Damage changed to 14 from 10+6 to light. -Range decreased to 6 from 7. -Shakuran Accelerator research added to cybercore (+1 range) 100/100/80.
After months of testing and tweaking, the Stalker has proven to be pretty lame as a dedicated harass unit. The fragility and anti-light damage made it play such a niche role that you almost never saw it, given that the Immortal was better AA despite the 5 range. So we are testing it out as a more mobile, high range/damage core unit that lacks the raw durability and damage of the Immortal. The Stalker is now cost for cost and supply for supply one of the strongest ranged attackers in the game combining unprecedented mobility, damage and range. It is at last a unit that can support the Zealot.
Zealot -Increased shields to 60 from 50.
With the Stalker losing net 20 HP (from WoL) to fufill its role and the Immortal becoming as costly and supply intensive as a WoL tank, the Zealot needed more durability to make up the difference. Additionally, 160 Zealots are substantially tougher than their WoL counterparts. It is fantastic to see a group of 4 Zealots go up to a group of 6 hydras and tear them to pieces. The Zealot feels strong again. We had wanted to do this for a very long time, but did not go through with the change for fear of destroying the viability of Bio. However, with the changes to warp gate, and a cheap and easy to produce Widow Mine, 160 Hp seems to be fine.
Mothership Core -Increased base move speed to 2 from 1.88
Protoss needed more consistent scouting vs Zerg and Protoss to stabilze the match up, this was a simple and elegant solution.
Tempest -Increased attack delay to 4.5 from 4. -Decreased Health to 250/150 from 300/150.
Like HotS, Tempests can reach a critical mass where they decimate everything before it retaliate. It was a bit worse in OneGoal due to the substantial bonus vs armor. So we have decreased its attackspeed significantly, allowing spells like PDD and "Lay Volitile Clutch" to swing the battle in the other race's favor. Since they are no longer a capital ship, they shouldn't have the HP of one. Reducing their health allows them to be picked off a bit easier, making positioning more important.
Zerg
Hydralisk -Removed damage bonus to armor.
Hydras were simply dealing too much damage to armored units for their cost and supply. This combined with the economic benefits of having a 1 supply core army unit made Zerg a bit too strong overhall. Making the Hydralisk a little more manageable
Roach -Increased damage to 18 from 16.
The roach wasn't quite worth its tech and increased model/collission size. We wanted to increase its effectiveness, but didn't want to upset the current unit relationship too much (as increasing HP would have done.)
Swam Host -Decreased Morph time to 17 seconds from 34 seconds.
Deep Warren -Decreased morph time to 30 seconds from 60 seconds.
Swarm Hosts simply came out too late to exersize the ground dominance they need to. You were better off making Hydralisks and support casters. Initial testing shows Swarm Host timings are now possible, we will see if this is too much or too little.
Terran
Diamondback -Increased base damage to 35 from 30. -Reduced bonus to armored to 10 from 15.
Diamondbacks are absurdly strong versus Armored air units like Tempests, Carriers and Battle Cruisers, and they are intended to be. However, they are a little bit lacking versus Mutalisks, making Terran mech vulnerable to the (now core) Zerg flier. To preserve the viability of Mech in TvZ, we are increasing its base damage while keeping its anti-armor total the same, allowing them to kill mutalisks in 1 fewer shots, this in conjunction with Turrets should allow Terrans to survive Mutalisk attacks provided they have solid scouting.
Banshee Supply reduced to 2 from 3. Speed increased to 3 from 2.75.
With the advent of Hellbats and Emergency Thrusters on the Medivac, the Banshee is simply an inferior investment. We are looking to allow it to easily kite non-stimmed marines and out run non-blink Stalkers as well as making it cost less supply, making it a powerful surgical strike unit in the mid to late game. If you have the money for it, the Banshee can become an expensive, but potent backbone to an air based army.
Hellbat -Hellbats are no longer biological. -Decreased Health to 120 from 135.
HotS shows how toxic Hellbat drops are and how strong a counter Hellbats are to Zerglings and Zealots, and well, anything that gets close to them. This is particularly nasty with the inclusion of medium armor, meaning that they get bonus damage to a wider number of targets. Basically, Hellbats were stepping the strengths of bio drops by providing both sustainability and durability along with high damage to everything. To remedy this, Hellbats have less health and can't be healed by medivacs. This allows Hellbat drops to deal a ton of damage, but fast reaction time with a handful of units can snipe these units. We were worried about this change making mech comps weaker. but with 1 supply Widow Mines and 2 supply Tanks, mech is still plenty viable.
Welcome to Design Patch 2! http://www.youtube.com/watch?v=VmWR8-cWJCshttp://www.youtube.com/watch?v=v0X2ts-n358&feature=youtu.behttp://www.youtube.com/watch?v=--reATTetw0Zerg Mutalisk -New ability: Morph to Corruptor (Spire Req) -New ability: Morph to Brood Lord (Greater Spire Req) Corruptor -Corruption Ability removed. -Morph to Broodlord ability removed. -Morph from Mutalisk. Morph time 20 seconds. -Morph cost to 50/50 from 150/100. -HP increased to 250 from 200. -Attack damage changed to 12+4 Armored. -Range reduced to 5 -New Ability: Gestate Cocoon (Auto Cast possible) (Hot Key G) Cost: 50 Minerals/15 seconds. Effect: Creates and stores a Volatile Cocoon in the Corruptor. -New Ability: Volatile Cocoon Costs: N/A Cast: Lay Cocoon Effect: Creates a stationary, flying Volatile Cocoon unit under Corruptor (like a changeling) Eggs Unit Template: Volatile Cocoon Cost: 1 Supply HP: 200 Armor: 5 Ability: Emerge (Hotkey E) Effect: Destroy egg and make 2 Scourge at location. Starts on cooldown. (Autocast on by default) Autocast Trigger Radius: 6 Scourge Cost 0/0/0 35 HP Armor: 0 Movespeed: 3.5 Lifespan: 15 Seconds. Attack: Acidic Burst (Applies on death like baneling) Damage: 80 Aoe: .4 Range: Melee This set of changes is focused on allowing Zerg air to have strong anti-air options that offer a ton of gameplay while lessening the power of the dreaded Zerg remax. Hydralisk -Health increased to 80 from 75. -Attack speed decreased to by 10%. Hydras were doing a bit too much damage and melted a bit too quickly to AoE, this change is aimed at smoothing that out. Infestor -Fungal Growth is now a Projectile. (Bug Fix) -Neural Parasite range increased to 10 from 8. -All Infestor spells have their range reduced by 2 while burrowed. Terran Thor -Immortality Protocol Removed. -Thors have a toggle aura: slows all nearby ground units by 30% (including the thor itself and other thors) and forces unburrow/undeploy We aren’t thrilled with this change, but it does allow the Thor to assist both Bio and Mech compositions by strengthening defensive positions and digging out entrenched enemy positions. Additionally, due to the universal nature of this ability, deathballs are not benefited by Thors. Battlecruiser -Removed Behemoth Conduit Ability -Behemoth Reactor now which enables the Warp Drive ability. -New Ability: Warp Drive Cost: 75 Energy Effect: Battlecruisers begin powering their Warp Drives; after 3 seconds it teleports 15 Range in whatever direction it is facing. We were looking for a means of improving the mobility of the Battlecruiser without tampering too much with its identity as a big slow, and powerful unit. Warp Drive lets the Battlecruiser choose when to engage or disengage if the energy has been set aside for it. Diamondback -Supply reduced to 2 from 3. -Cost reduced to 150/75 from 200/100. -Health Reduced to 160 from 200. -Ground Attack reduced to 14 from 15. -Reduced build time to 40 seconds from 45 seconds. -Air attack bonus damage reduced to 10 from 20. -Changed armor type to medium from armored. This set of changes aims to make the Diamondback a bit more modular as a composition piece and allows us to bring its numbers a bit more into line. Hellbat -Hellbat is being adjusted to match the new HotS Hellbat. Raven -Recovery drone heals 100 health rather than 50% health. -Seeker missile now matches HotS Seeker Missile. This change is to bring the Raven into line with Massive units like BCs and Thors. Protoss Colossus -Range reduced to 7 from 9. -Colossus now has a different aoe that fires two vertical parallel lines away from it allowing it to hit units as far away as 10 units. We are taking another pass at the Colossus with the hope of making it a consistent and powerful source of damage without relegating it to a deathball only unit. We are changing its aoe to two vertical parallel lines and reducing its starting range to seven. However, due to the geometry of the new AoE, the Colossus has much longer maximum range. Hopefully this will allow the Colossus to better benefit from micro. Tempest -Tempests have a single attack that does 30+20 to Armored. (+3+2 per level) -Decreased attack speed to 4 seconds from 3. -Tempests have a minimum range of 3 The armored bonus allows the Tempest to really pressure tanklines and bases, but still allow adequate time for the enemy to respond. Additionally, the Minimum range allows units like vikings with raven support to close the distance and start hammering away at their numbers. Meaning that positioning and support is important. Sentry -Damage Reduced to 8 from 10. Sentries did far too much damage for their cost and role. If necessary, we will adjust their stats again. Dark Templar -Figment Removed -Uraj Talisman added 150/150/80: Increases Speed by 20% and grants immunity to all Slows and Stuns. Figmant was a neat concept, but was more akin to MOBA design than RTS design. A simple and streamlined upgrade is a much better solution. Immortal -Hardened Shield now has a 3 second cooldown after being triggered. -Hardened Shield no longer requires Research. -New Research: Anion Fortification 100/100/100. Reduces Hardened Shield's Cooldown to 1 second. We have seen too many cases where Terran players have lost to masses of 0/0/0 immortals despite upgrade advantages and superior positioning. We can’t and will not remove Hardened Shield because it is a neat ability and communicates the durability and power of the Immortal, so we are changing it to allow for more counterplay and introduce a bit more skill into the unit. By adding a cooldown to Hardened Shields, the Immortal has an incentive to pull back after being struck by a powerful blow in order to maximize the effectiveness of its shield pool. Unlike standard pullback micro, you will want to do this as often as possible, rather than waiting for the unit to get into the red. Even after its new research, Anion Fortification: Focus fire still can mitigate the power of Hardened Shield, however, due to the tiny timing window to attack, the Immortal will function largely the same in a-move scenarios. This change should allow for Protoss to enjoy a strong early offensive presence without being able to steamroll well defended positions. Mothership Core -Fortify now grants detection to affected buildings. -Fortify is now an AoE rather than a bouncing effect. -Envision Removed. -Photon Overcharge reintroduced with new numbers. -Cost: 75 Energy -Grants any Protoss Nexus a 40 damage attack at 11 range for 20 seconds. Fortify currently is limited in its use. It allows for Protoss to survive Baneling busts and gives Toss time to marshal forces versus tank based pushes. We are adding detection to fortified buildings to allow for strong conditional detection to help protoss deal with cloaked threats. With this added utility, we can remove Envision and have space to restore Photon Overcharge. This change allows Protoss to hold pushes that once relied on good Force Fields.
+ Show Spoiler + Welcome to Design Patch 1!
Protoss -Immortal -Base Damage increased to 15 from 14.
In Patch 1, the Immortal is going to see some small improvements. It has already seen speed buffs and supply cost reduction.We are also increasing its base damage by 1, allowing it to 3 shot marines. Testing has shown a cool relationship between Immortals and Marines where the Immortals can do tons of damage, but in order to engage, they HAVE to trade with marines. Additionally, +1 Immortals have just enough damage to 4 shot Hellions, allowing them to chew through defensive lines considerably quicker. Sidenote: We are testing a projectile attack internally to see if it makes the Immortal feel more like a core unit.
-Sentry -Hallucination Removed and given to Oracle. -Time Warp added from OneGoal’s Oracle Time Warp Statistics: Energy: 125 Range: 6 Duration: 15 Seconds Effect: All ground units in target Area (3 Units) Move and attack 50% slower. Projectiles travel 50% slower in area. -Guardian Shield duration increased to 10 seconds from 6. -Sentry model increased slightly and now is Gold and Blue again.
This patch, Sentries now finally have the raw spell casting power to stand along side units like the Templar and Oracle. Time Warp fills in the gap that the invulnerable Force Field left behind, allowing your strong gateway units to hold a line against numerous foes without destroying microability or counterplay.
-Stalker -Health reduced to 40 from 50. -Shields reduced to 80 from 100. -Stalker blink cooldown increased from 8 seconds to 10, back to WoL standard. 10 seconds and increased fragility provides a nice level of commitment and opportunity for counterplay. This should also allow well-placed tough units like Marauders to hold the line versus stalkers in straight fights. Thanks to everyone for letting us know how strong the new Stalker was!
Colossus -Colossus now have a standard attack again that does 10x2. -Increased range to 9 from 6. -Extended Thermal Lance removed. -New Upgrade: Thermal Surge 200/200/ Effect: Colossi superheat the ground causing it to explode after 1.5 seconds, dealing 15x2 (+10x2 to light) in the area.
This patch, the Colossus is being tweaked to be more reliable defensively, and more powerful in harass and direct engagements while still allowing skilled players to mitigate their damage.
Oracle -Pulsar Beam removed. -Time Warp removed and given to OneGoal’s Sentry. -New Ability: Hallucination Cost: 100 Range: On Caster Effect: As Current Hallucination operates. Hallucinations do half the damage their real counterparts do. -New Ability: Void Siphon Cost: 0 Range: 4 Duration: 10 Seconds Type: Channel Cooldown: 15 Seconds on completion or breaking channel. Effect: Disables target building for duration +5 seconds. During the channel, the Oracle regenerates 2 energy per second. If the Oracle finishes channeling Void Siphon.
The Oracle now has a synergistic kit that allows it to harass enemy production and mining and seamlessly transition into army support. Tell us what you think!
Terran
Marauder -Removed Juggernaut Plating. -Reintroduced Concussive Shells.
We tried several ideas to replace Concussive Shell. The issue with all of our solutions was that they were either convoluted, or just as toxic (or even more toxic) than Concussive Shells. Given that Immortals are much stronger than WoL Stalkers, and Hydras aren't as supply intensive, we are ok testing out Concussive Shells.
Reaper
-Combat Awareness Removed. -Increased cooldown to 60 seconds from 30 seconds. -Reduced Turret HP to 50 from 150. -Nitro Packs now require a factory again.
This unit was busted. We goofed. This should bring the unit a bit more in line.
Widow Mine -Decreased Supply to 1 from 2 -Decreased Range to 4 from 5. -Widow Mine now gets +1 range from Hi Sec Auto Tracking -Widow mines can no longer attack air.
With twice as many Widow Mines on the map, Meching players can have a substantial map presence without crippling their army supply.
Diamondback Added Diamondback Cost: 200/125/3 HP: 200 HP Base 1 Armor. Move Speed: 2.75 Attack Ground: 15 (Can fire while moving) Ground Range: 6 Ground Attack Speed: 1.25
Ability: Deploy/Undeploy Cost: 1 Second Diamondback becomes stationary and trades is ground attack for an air attack. Attack Air: 40 (+20 to Armored) Air Range: 9 Air Attack Speed: 2.5
Diamondbacks are a tough and powerful GtG unit that follow the same theme and overall feel of Factory units with its deploy mechanic. Diamondbacks offer higher AA burst than Viking and Thors, but must rely on good terrain and positioning to be effective.
Viking -Changed damage to 10+4x2 to light from 10+4x2 armored. -Added Ripwave Missles upgrade at Fusion Core. Cost: 150/150/100 Adds a .4 Aoe to Viking air attacks.
With an Anti-Light Viking, we can see Carriers and Battle Cruisers finally come into their full in PvT and TvT late game. Additionally, Mutalisks have a much more pronounced period of viablity in the TvZ mid game. Finally, with the Ripwave AoE upgrade, Vikings can discourage Corruptor Broodlord deathballs.
Thor -Immortality now requires an SCV to initiate.
We are not done tweaking the Thor to make it an interesting unit. Design Patch 2 will have more changes.
Zerg
-Hydralisk Health increased to 75 from 70. Hydras are a titch too fragile for their larva cost, making Zerg’s ability to defend against early pushes brittle and unreliable. Increasing their HP by 5 gives them a bit more survivability against Hellions and Marines in low numbers, the point where Zerg is weakest. As for numbers, We recommend an earlier macro hatch on 2 base or as you start your third for the extra larva to power out hydras.
Roach -Reduced base burrow move speed to 2.5 from 2.75 -Tunneling Claws now increased move speed to 4 which degrades over 4 seconds.
Roaches offered a bit too much stealthed offensive power. So we are tweaking them to reward more clutch micro while allowing for more enemy counterplay when dealing with Roaches.
Design Concerns: -Juggernaut plating was replaced by Concussive Shells, but we want to see if we can find something that feels more powerful, and presents. We’ve got some ideas we’re toying with. If you fine folks have any ideas, we are eager.
WHERE DO I GO TO PLAY WITH YOU? https://www.youtube.com/watch?v=_dt3Ulmgc-o Go to the NA server and type in OneGoal in the Arcade or Custom map section. To get games, go to the OneGoal Chat, or PM me and I can set something up.
Join us as we work together to solve these and more. We do field tests every week (generally), or just PM any one of the teammembers on TL for a game. dive in headfirst into our Mega Design Post, a 50 page post containing every change we’re trying and why, and also our concerns with that change.
We want to improve Starcraft, collect hundreds of replays, and the present our designs to Blizzard. To achieve that, we’re going to need to take the best ideas the community has to offer and hammer them into a unified, functional whole. But sometimes the best ideas come as off-the-wall suggestions that just need some refining. If you have an idea to improve SC2, we’d love to hear it.
Now, one major thing: we are not talking about balance. It’s quite different than design, though they are related. Design is the systems and mechanics of players can interact with: what they can do and how that makes them feel. Balance is ensuring players have equal opportunity to win in the competitive environment. Blizzard has the data and experience to do balance better than we ever could, but we can make a better fungal growth for BOTH the Zerg and their enemies.
So, have some fun on the Mod! It’s a wild new world out there.
Send your favorite (or most concerning) replays to onegoalptr@gmail.com with the word “replay” in the subject line and a description of the replay in the body. Over the next few weeks we’ll be trying to balance the new designs based on the replays sent to us, and combing the community for even better solutions than ours.
Watch OneGoal on streams! -Official OneGoal Stream- http://www.twitch.tv/topsecret221
-BlizzardMVP-Doncroft Stream- http://www.twitch.tv/doncroft
-Deadlycraft's Stream- http://www.twitch.tv/deadlysc2live
Thank you for working with us on this One Goal: a better SC2!
Design Stuff
More on the OneGoal Crew + Show Spoiler +Dylan “ItWhoSpeaks” Kahn. Project Lead, Creative Designer. Author of the Identity article series and co-Founder of the OneGoal Community Project. Protoss IdentityTerran IdentityZerg IdentityBluebox InterviewDavid “RiFT” Peterson. Lead Technical Designer. He put in the hours to implement the often difficult design changes, and all the while kept on doing the little things like making sure tooltips are accurate. A methodical, cool dude and a critical voice in our design think-tank. Colter “FoxyMayhem” Hochstetler. Co-Founder and Esports Designer. Creator of TheCore Advanced Hotkey Layout, the DarkGrid keyboard layout, editor of the Terran Identity thread, and cowriter of the Mega Design Post, and Media Guy. Designing is in his blood. Donavon “topsecret221” Baily, Media Design, Community Outreach, Assistant Designer. Brandon "DeadlyCraft" Buterbaugh, Design and Balance Consultant. Brandon has done a world of good for OneGoal. He keeps us from wandering too far down the "what if" path and keeps our changes to Startcraft within the confines of the game. Becca "itsbecca" is an enthusiastic person who specializes in various media technologies and does excellent community outreach.
Additional thanks goes to: Our Master League players MNDakota, Dehead, Hidertoss and Traceback and all the other skilled players who put the changes through their paces.
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UPDATE: We are working on updating this to Patch 3.
Note: This is not a short article. This article is the comprehensive source of every change we have made, the biggest reasons why, and a list of the benefits, concerns, and alternatives to each decision.
Welcome to the vision of OneGoal: A Better Starcraft. We’re talking about changing some big things in one of the biggest games in esports history. But for us all to be on the same page, we have to cover some essentials. By the end of this article you should have a better understanding of esports design, and hopefully some of you can deliver even better changes. That’s a big part of why we’re being so transparent and detailed.
A caveat: To read this article you must separate balance and game design. If you read our changes and think “That’s so OP”, you may be right.Numbers WILL need to be tweaked. This article is not about balance, but how the dynamics and systems of the game affect the player and spectator, and how those dynamics can be improved for everyone. THIS is design, and the focus of the article.
Let’s dig in:
We're going to need to explain some design terminology to make sure that we’re all speaking the same language, whether novice or experienced. We were going to have to write a massive section here, but some content has come out recently that helps do this for us.
Lets start by watching this short and sweet video from Penny Arcade TV: http://penny-arcade.com/patv/episode/counter-play
The key presented there is to make designs that the enemy can respond to, and, if the player missteps, the enemy can wield to their advantage. This is a high order, and we haven’t done it with every mechanic, but we have tried to integrate as much as we can. If you can do better, please let us know so we can test it.
So we’ve learned how to reduce coin-flippy-ness in the game and make an ability more fun for both sides. But coin-flippy-ness is even better addressed by this:
Binary mechanics, and degrees of success, etc... Zileas recently wrote the best explanation of hard-vs-soft counters I’ve ever heard; he put it as good as I had hoped to in this article. I’ve quoted him here, and removed some game-specific terminology. Here’s the link to the original: http://na.leagueoflegends.com/board/showthread.php?p=31708792#post31708792
...Put simply, we think that soft counters are good, hard counters are bad, and the execution of a counter should be nuanced and skill differentiated -- simply choosing to use a counter in our view should only be a small fraction of skill.
People often make the mistake that all counters are created equal, and indeed, that all counters are POSITIVE. Many types of counters, especially hard counters, can make the game less competitive and strategic despite being 'strategic' in their initial use.
The type of counter we like the least of all is a hard counter. Hard counters, by their definition, allow for very limited counterplay. In some sense, they are a pre-planned rock-paper-scissors scenario -- I am now playing rock, you have scissors, so you lose.
When you have a hard counter, and by extension, a rock-paper-scissors scenario, you've eliminated the potential for further skill differentiate, nuance, etc to occur in the response. In short, while it feels satisfying to have a hard counter, there's not a challenging, interesting game to be played on the receiving end at that point. Soft counters are better because they confer advantage and reward skill on the aggressor side also, but depend heavily upon execution, and thus, are more competitive and more vulnerable to defender interference via skill.
To be fair, we have a few [bad hard counter mechanics] ourselves, but we want to get rid of them.
Language: This is where we introduce our first key terminology: “Contributing Factors to Victory”. Hard counters violate this greater principle of having many contributing factors to victory, placing the emphasis too much on static choice and not enough on mechanical skill, positioning, reaction time, ect.
In an esport, we want many different skills to be able to contribute to victory: this allows a more diverse group of professional and casual players. In the casual space, the player that loves to focus on theory crafting the perfect unit composition at the low-level has similar chance to a player who is really fast, but doesn’t think about what they’re building. A game that only rewards one type of skill can only have one type of player, whether casual or pro. Allowing diversity increases the number of potential players for your game, which in turn increases viewership potential. Unit choice is an important part of any strategy game, but it can’t be the end-all be-all.
Next is what makes soft counters so superior for competitive design: “Degrees of Success”. Blink is one of the best designed spells because the player can be extremely proficient with it, extremely poor, and most importantly, everywhere in between. If a thing can have many shades of outcome, rather than just win or lose, the outcome can come closer to matching the player’s skill. Degrees of success are one of the most important things for creating a stable, visually thrilling esport.
The opposite of something that offers Degrees of Success is called a “Binary Mechanic”. There is nothing in in Starcraft 2 that is truly binary, so when we claim something is binary it simply means there are far too few degrees of success.
Example, the vortex spell on the Mothership: you only have one to work with, and in most cases you either win or lose with it in Protoss versus Zerg. You land a “Sick Vortex”, or you’re dead. Compare that to blink stalker micro, or marine split micro. A great player has great success, a mediocre player has mediocre success, etc.
Now that we have some basic design under our belt, it’s time to discuss what we’re actually trying to do with our design: the ultimate goal.
To design anything well we have to ask “what are the criteria, what is the goal?” Esports, as we see it, is a service to five main groups:
Pro Players - a battlefield for expression of skill to earn one’s living by brain and brawn (APM). Players - a rewarding pastime, whether through the pleasure of playing or fulfilling some other need. Viewers - an unfolding of human drama and excellence, a story to pull them in. Developers - a livelihood and a means of expressing excellent craftsmanship. Advertisers - a platform to spell their product.
Addressing advertisers is not the focus of this article, so we’ll let blizzard and the tournaments worry about that. Blizzard is also looking at improving their revenue stream through free to play options, and they have a potent visual language that communicates effectively already. For that reason, we’re going to focus mostly on players and pro players.
The two largest components to allow a player to express skill are 1) Allowing for more degrees of success, so the games can more accurately reflect each player’s skill, and 2) Limiting how much a person can lose on a single mistake, allow the better player to be more consistently victorious.
The first has been in the SC2 discussion from the earliest stages, and had the discussion renewed by HotS. A lot of pros have stepped up to the mic, and it’s not an issue to be silent on. Here’s one example. It is the job of an esport to allow for expression of skill, to let the better player stand above and earn his living by his might.
Starcraft 2 does this, but it can do it better.
The second has been talked about, but not directly. People have used phrases like “coin flip build” and “SC2 is a game of inches to win, miles to lose”. For good or ill, preventing how much a player can lose from one mistake is extremely difficult with the SC2 rule set, but we are working hard to find creative ways to limit the impact of an individual mistake. As one example, use Ctrl+F in your browser and type PvZ Dark Templar to see our proposed changes to the coin-tossy Dark Templar dynamic.
This is the flipside to “contributing factors to victory”, “contributing factors to loss”. A game then hinges on too few required failings to lose, is more vulnerable to chance, and reduces the role of a player’s skill in winning.
Players Being Fulfilled Currently StarCraft 2 fulfills many desires well: the desire to self improve, the desire to compete, adrenaline rushes, and heavy thinking. Powerful draws, to be sure. But many would not describe the multiplayer as “fun”. While greater support of the custom map scene is going to improve the situation, fewer “coin flip” states, and reducing the number of anti-micro spells that make the player feel helpless can make multiplayer more fun.
How SC2 fulfills that: the best and worst
Expressing Skill: SC2’s Greatest Success: Blink We’ve already mentioned blink is fantastic esports design, but why? Blinking an individual stalker can be done well, poorly, and everywhere in between. And players often have dozens of stalkers to blink, and blinking can be done regularly. This is essential hundreds of tries at blinking well, with potentially millions of resulting game states, millions of degrees of success. This allows the game to accurately reflect exactly how skillful a player is at that moment.
Assuming all is balanced, there’s also lots of counter play: between flanking, fungal growth, and choosing unit counters, both players have a say in how successful the strategy is.
Expressing Skill: SC2’s Greatest Shortcomings: Fungal Growth, Force Fields, and Vortex
We can then compare the blink mechanic to fungal growth: while units can be preemptively split, even in top-tier professional games we often see they are not. Currently, landing a good fungal growth does not require that much skill. Once a fungal growth has hit, there is considerably less option for counter play, especially once the Infestor count gets high. The enemy player cannot express their skill, and the zerg player does not need to be extremely skilled to be extremely successful.
Compared to the millions of degrees of success that blink offers, we feel fungal offers far too little assuming that the player is decently skilled. It also gives far too little room for the opponent to express their skill. While there are preemptive options, having decent reactionary options available to the player is an important part of competitive gameplay. This goes back to contributing factors to victory: if your only options are preemptive, attentiveness becomes the largest contributing factor to victory, rather than a whole host of other skills that can be engaged in a reactionary maneuver.
While force fields have many degrees of success, and extremely skillful force field usage is difficult, extremely skilled force field usage currently shuts down the opponent's options and opportunity to express skill.
Finally, the old vortex is a great example of the spell that has far too few degrees of success, even if it has a host of options for counter play. You get two tries at most in a game changing battle, and because of the large radius there aren’t many degrees of success. Landing those perfect vortexes becomes too large a contributing factor to victory or loss, a stark contrast to blink.
Looking just at individual units and not the larger dynamics is like only paying attention to the pixels in a picture, and not the image it creates. A unit is only good or bad in its context. That’s why we are first going to discuss dynamics. This lets you see what we’re trying to change and why. Only then will we talk about the “how”, because the how is the finicky part, the part that will change the most.
For more on the difference between mechanics, dynamics, and aesthetics, watch the first half of this also great video: http://penny-arcade.com/patv/episode/aesthetics-of-play
Cloaking Retuned Blizzard has been balancing HotS detection around the widow mine. We love where the widow mine is going, so we feel this is a good thing. However, earlier detection is going to require retuning of the other cloaking units in the game. See Dynamic: Dark Templar, Unit: Dark Templar, Unit: Mothership, Unit: Oracle, and Unit: REAPER/GHOST _ for more information.
Essentially, Cloak is an inherently binary mechanic. However, there are many ways to make the application of the ability interesting. Limiting how and when Cloak can be used can add depth to the dynamic. However, early and plentiful detection means that Cloaking needs to be a dynamic that adds utility to the unit, rather than defining its usefulness. Hence, we have tweaked the Dark Templar that allows it to be a bit more slipper when the opponent has detection.
Whether it is giving survey swarming tier 1.5 unit, reducing tank supply, splitting AA supply across Widow Mines and Widow Mines instead of Thors, or reducing the supply of capital ships, the supply in the current version gives more punch per pound.
The reason we do this: the more supply a unit requires, the more it begins approaching the Mothership’s original problem: too few degrees of success because success hinges on fewer and fewer units. Even with bigger armies, each model takes up space meaning that death balls actually lose power if each unit does a little less damage, but takes up the same amount of space. In major engagements, you want breadth, not depth, whereas the death ball allows you to have both.
And, if you ever hope to create battle lines instead of death balls, it’s going to take more units that take a little bit longer to kill other units and die themselves.
See: Unit: Siege Tank, Unit: Mothership, Unit: Hydralisk, Unit: Roach, Unit: Ultralisk, Unit: _
Identified Problems This is been covered in many articles, so we will be brief: defenders advantage is important for creating stability in a matchup, and minimizing individual mistakes from being too large a component to losing. While sentry energy and a weak gateway army did provide a form of defenders advantage, it was too little for a long time. The Protoss have been crippled in order to balance the potency of Warp Gate in its current form. Additionally, the Sentry provides a strong and binary defenders advantage: a 15 second spell that either goes down correctly or the Protoss simply loses to the push. While this takes skill, the rest of the army is only really there for damage, and their ability to position is minimized.
Current Solution Warp Gates have significantly longer cooldowns than the production time of the Gateway. Sentries have been moved to the robotics facility, swapping places with the immortal.
Gateways have become the primary source of protoss macro, due to their greater efficiency. Now, on two base, Protoss typically produce from gateways and then switch to Warp Gate right before an attack (for one last efficient wave of reinforcements before the long cooldowns discourage continued use of the Warp Gate). Or they build more Warp Gates to make up cooldowns, drawing resources away from their attack force. This means the Protoss will have to have earned an earlier advantage to be effective, or had to take advantage of a much too greedy player order to bring enough firepower to for a successful attack.
In the late game, Protoss use a mix of warp gates and gateways. Gateways provide the primary source of macro, while warp gates remain on standby to handle drops or special insertions.
Where Warp Gates were the must have, now there is a tactical choice and a restored defenders advantage between the Gateway and Warp Gate.
To learn more about the sentry changes in their effect on the Protoss gameplay, look for the Sentry section under Units further down in the document.
Concerns There are our balance concerns for getting the numbers right, but so far the stout new immortal and void ray provides the defense necessary for protoss to have a real defenders advantage apart from the sentry, and the removal of Warp Gate from the early game restores to be opponent their much-needed defenders advantage.
As far as gameplay dynamics are concerned, this has so far proved fine in testing.
PS. Warp Gate is actually still really cool, and can be a surprise tactic. It has increased drawbacks, but that’s necessary as warping in the new gateway army packs a punch. That said, the longer CD on Warp Gate may be a bit too much. We are watching it closely.
Identified Problems Roaches are one of the most cost efficient units in the game. The largest drawback is their supply inefficiency, but until armies start capping out, a roach army remains one of the powerful, at least in ZvZ and ZvP. However, they have struggled to find a niche in ZvT, mostly relegated to drop play in the midgame versus tanks. The strength of marauder and tank play against them reduces the diversity of the matchup, and seems to be limiting pro player choice.
The Roach has struggled to deliver on the core identity of the Zerg race due to their high HP and supply costs. Roaches more akin to dragoons than anything Zerg would have early on. Look at any Starcraft cinematic where large numbers of Zerg are fighting: they drop like flies in the face of oncoming fire, but they cover the horizon like a plague of locusts. Zerg’s core army should reflect their numbers and overwhelming damage per supply. Simply put, this is incompatible with what the Roach’s identity is, making it more suited to a specialized role (not unlike the Ultralisk). Identity aside, a tier 1.5 roach creates some undesirable gameplay dynamics. Their short range amplifies the issues with force field, effectively making Protoss players dictate outcome of the battle without allowing Zerg players offer meaningful counterplay. In many cases, Zerg hopes for a Protoss to fail their force field placement, and (in doing so) not prevent them from expressing skill. Compare this to muta-ling-bane vs marine-tank-medivac: both players can express their skill in powerful ways, from Terran’s splitting, kiting, focus fire, positioning, and pickups to Zerg’s flanking, bane splitting, muta tank snipe control, and more. Facing a two-base sentry-heavy Protoss all-in approaches binary: either the force fields successfully removed the Zerg’s ability to counter play and the Protoss wins, or they fail and the Protoss gateway army is crushed.
Current Solution Part of the issue with the roach is how hard its counters are, and how there is little choice for an alternative to reduce the effects of these counters. Immortals and marauders are readily available on two-base, but the Hydralisk is an ineffective, anti-micro unit in its WoL form.
So, we’ve edited hydralisks to enable micro (their spines launch earlier in the attack animation and the delay between attacks is higher with damage increased to compensate, allowing for kiting and basic stutter-stepping). We’ve reduced their health, given them medium armor class so they are soft countered but not hard countered, and redefine the role of the roach from the stable 1.5 to more specialized unit.
At 1 supply, the Hydralisk offers more degrees of success for both players: instead of having to kill an entire roach before it ceases dealing damage, you can kill or save a much flimsier Hydralisk twice as often, allowing the game state to more equally reflect the player skill. But there are other changes But there are other changes to be taken into account. In the other races, we’ve removed Protoss' dependence on force field and warp in to be effective, and moved those spells further up the tech tree. Early PvZ looks quite different, with more opportunity to express skill on both sides.
With Hydras taking the the role of a 1.5 ranged support unit. the Roach can be brought up to Tier 2, and allowed to explore its identity as a disposable, burrow centric, shock troop.
See also: Dynamic: Hard Counters Dynamic: Fragile Gateway Units Unit: Hydralisk Unit: Roach Unit: Sentry
Concerns We are struggling to find a role for the roach, since its counters are so easily available and it is a tier 2 unit. Just like Blizzard has done with the oracle, it may need to see a wide variety of implementations before we find its home.
Hydralisks are massable, microable, and available early. While they’re still not stellar versus Terran Bio or Colossus, they bring a new form of power that standard WoL races are not equipped to deal with. Because they already struggle so much versus those staples of the enemy army, we cannot simply nerf them. Fortunately, with two supply tanks and the new Void Ray , the races have received new tools to effectively handle this new threat.
We also faced serious concerns that the hydralisk would remove all opportunity for early air play against Zerg. Completely removing the effectiveness of warp prism and banshee play from the early-midgame would remove diversity from the matchups. We feel this behaves very much like stim: the race needed the ability (stim, hydralisk AA), but the opponents also needed a window where they didn’t have the ability. So hydralisks now start being unable to attack air units, and receive their anti-air attack upon researching grooved spines. The upgrade is now available at hatch tech with a long research time, similar to stim. Zerg still have all the tools they had before to deal with airplay while it is researching -- even more with spores available at spawning pool -- but receive the full power of the hydralisk after research.
Identified Problems One thing that we remember hearing since beta is that things die very quickly. This has been reiterated by players, casters, and professional players again and again; more units can be on the screen in SC2 than BW, pathing is better, and units tend to deal more DPS than their predecessors. Simply put, a lot happens in a short amount of time, making it harder to track who is doing what to whom. And then, too often, one side rolls into the other person’s base and the game ends. (This is seen less at the pro level because good players tend to avoid these conflicts as long as possible. A Kespa player recently stated (Flash) that SC2 is harder precisely because fights end so quickly and decisively.)
Being so quick, however, reduces the potential of mid-battle micro, and is less interesting to watch than and army buckling over 30 seconds. We feel this is bad for spectators and players, by minimizing anticipation and reducing the potential for players swing battles through expressing skill mid-fight.
Current Solution We have reworked and remade units to slow down the pace at which units can kill other units across all the races. Instead of armies evaporating over five seconds, they crack, buckle and break over twenty seconds, allowing more reinforcements to make their way to the front lines, allowing for more back and fourth games. It isn’t quite like Brood War, but we are getting there.
Protoss -Zealots have 100/60 health shield, up from 100/50. -Immortal is now a massable unit that eventually gains access to Hardened Shields. (Don’t worry, this is actually introducing very rewarding dynamics for XvP, especially with spell casters. Learn more at Unit: Immortal). -The Tier 2 Sentry can use Ion Aegis (An AoE that restores shields in a small area) and an improved Guardian Shield to shrug off deadly slows and prevent or mitigate damage. We have found this produces the defensive punch Gateway units love without negating enemy micro. -The new Colossus attacks significantly slower, but has a more powerful attack that requires quick reflexes to avoid. This allows for anticipation for the viewer, and for a higher degree of skill expression from both players. -The Mothership now has an expensive ability that locks down unit’s offensive capabilities and protects them, without negating movement. This effect slows fights.
Zerg - 1 Supply Hydras mean that Zerg can have more units on the field, but can’t really have them all firing at once. -The new Swarm Host allows for more powerful defensive play at the cost of its offensive capabilities, allowing players more time to react and respond to the pressure. This means that having a few Swarm Hosts in the right place can slow down enemy advances, instead of requiring a critical mass of them to be relevant. -The new Roach has greatly increased survivability while burrowed, allowing for quick hands to save and retain wounded units. -Infestors can still slow with Fungal Growth, but because this is a slow spell instead of a root spell, chain fungals offer diminishing returns. Fungal Growth’s slow is also longer than WoL’s root, allowing Infestors to Synergize with Locusts to maximize damage or stall out pushes.
Terran -Warhounds offer more HP per supply than Thors. -Widow Mines now scale better into the late game with the Arenae Manufacturing upgrade. -Tanks now cost 100 gas and 2 supply. This means that as the game progresses, terran can hold significantly more ground, increasing their defenders advantage. -Ravens are cheaper boast stronger Auto Turrets and PDD.
Many units have received health increases in their role redesigns. Several air units have received slight health increases to compensate for the new AA in OG. Benefits Hopefully these changes and more have actively made for a better, more involved play and viewing experience. At the end of the day, it is less likely that a single mistake will cost you the game, requiring a player to be more consistently outplayed to lose.
Dark Templar: Hit hard or miss hard Identified Problems As an opening,Dark Templar have received many nerfs, nearly to the point of un-viability. Blizzard’s 2.02 balance changes make it less punishing to go Dark Templar, but this change doesn’t really solve the fundamental issue of the unit and how it works with the rest of Starcraft. Ultimately, The Dark Templar is a binary unit. Several factors contribute to this. Its high gas cost ensures a limited number of them on the field, and their durability is similar to a zealot, meaning that if they can be fired at, they trade inefficiently. If they aren’t seen and allowed to do damage, they are very powerful. Banshees and Ghosts have inherent combat value due to their ranged damage output or selection of useful spells. The Dark Templar’s limited range and status as a ground unit makes them either strike and kill their mark, or miss and put their Executor behind.
Current Solution Spore unlocked at Spawn Dark Templar's Uraj Talisman Speed Upgrade
Gradient Skill in Protoss gate way harassment has been one of our points of focus. Players can still rush for early DTs and get damage, and then have them be useful later when there is detection. But the Zerg have more counterplay options because they don’t have to try to build an Evolution Chamber where all their stuff is getting messed up.
While this makes it harder for the Protoss to win outright, you’re not shooting yourself in the foot if the DT doesn’t end the game, as it's still useful later with the Uraj Talisman research (It can't be slowed and is much faster, allowing it to pull out of bad situations). Though you can’t win outright near as easily, you can use your advantage to beat him later on if you are indeed the better player.
In addition, Blizzard liked spore unlocked at spawn due to the power of the widow mine, so it works well in the new environment.
We think the Uraj Talisman also reduces the coin-flippy nature of getting DT tech early in other matches.
Theme The Dark Templar is a master of shadows, they are swift and silent and slipery as smoke. You can't slow them because they aren't totally there, like their High Templar brethren.
Concerns Dark Templar might be fast enough to just straight up close and kill an unprepared army. We are keeping an eye on this.
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Terran Reinforcement Disparity
Identified Problems In Brood War we had supply lines made possible by slower battles. While we want slower battles, they’re still going to be fast. 2 races have ways to make up for this lack of supply line: Zerg's massive burst production potential and Protoss’ Warp In.
While Terran Bio play has decent reinforcement speed, terran mech suffers because of how limited their reinforcement structure is. This often creates a situation where the production of the Terran has little to no effect on an end-game battle, while the other races recieve that benefit. Asymmetrical races are good, but this often has the unfortunate result of a Terran either winning a battle or getting completely overrun. This limits their endgame mech potential, pigeonholing them into choosing bio or risking it all in every major late-game engagement. Giving Terran an effective tier 3 reinforcement option is both more entertaining for the spectator and creates another area for players to express skill. We feel it may be worth sacrificing this particular asymmetry to achieve those benefits. Build time tweaks have gone a long way.
Current Solution We have tested Tech Reactors as a means of aiding late game Terran reinforcement It has a few things we like and a few things that don’t feel right. On the one hand it feels very Terran in the sense that they have a war machine that scales linearly both in tech level and strength. Having Tech Reactors as a research at Fusion Core provides an elegant way to express the theme of the technology while encouraging high tech play. Balance is really bad late game right now. And as a result, we have no solution in an implementable state. Ideas are welcome.
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Unit Change List Now we can talk about the individual unit changes. Some of these will fulfill well on changing the dynamics to something better, some will probably turn out not to.
This is why we want to offer unprecedented insight into the design process. It takes a lot of extra work on our part, but we want to empower you and the developers and have a more potent dialog.
+ Show Spoiler + Stalker The Stalker has been put in an awkward place between Warp In, Blink and Force Field. As a core ranged support unit, it must be 1.5, and be balanced with the fact that it can be made anywhere at any time once Warp Gate is researched, can teleport a significant distance with sight, and shares production with a powerful zoning unit, the Sentry. To compensate, Blizzard has given the Stalker poor scaling with upgrades and less health than its predecessor. While this is in perfectly in line with the Stalker being a Dark Templar unit, it is part of the reason gateway is so weak. Gateway must be weak to account for warp-in and force field, but we have addressed that, and saw an opportunity for a stronger thematic successor to the Dragoon, and free the stalker up to be a more potent assassin type unit.
--Stat Changes -Increased damage to 14 from 10+4 to Armored. - New Upgrade: Shakuran Accelerator at Cyber Core 100/100/80. Increases Stalker range to 7 from 6. -Health/Shields changed to 60/80 from 80/80. -The Stalker now has the Medium armor type instead of Armored.
--Affected Dynamics Testing thus far show that 7 range Stalkers offer protoss a powerful early and mid game raiding and map control option when combined with Mothership Cores or Hallucination. The Stalker is less effective at death ball play due to its decreased net HP and its high shield value (making blink play more important as well as creating an incentive for Shield upgrades as an alternative to Armor.) Stalkers now benefit from roving in small groups to control ground and force unit movement via traditional blink micro. In battle Stalkers squads can now more easily snipe priority targets like Infestors (now medium units), Ghosts (now Light targets), and Ravens.
The amount of health have been reduced to give create more demanding micro as it is a support unit, rather than a core unit.
--Concerns Having 7 range may make them too slippery. Fungal still prevents blink, however.
In their current form they may make Mutalisks an unviable midgame in PvZ. The new Tissue Regeneration Passive helps though.
Immortal The Immortal is the spiritual successor of the Dragoon of a powerful, durable, armored walker. Thematically, we felt the Immortal should occupy the same banner its ancestors did in times of old: the armored backbone of the Protoss army. Once again, the venerated elders stride into battle from the gateway, with walkers upgraded to better endure and punish the assaults of their enemies. One last time, the veterans who witnessed the Fall of Auir shall march to victory or doom. Though they are dwindling in number, they have returned, for vengeance! Nak-A-Khala! With the potency of warp in reduced, we could actually give Protoss the power that is their birthright.
Taking the immortal from the specialized hard counter role of a teir 2 unit down to a backbone 1.5 requires a lot of adjustments.
--Stat Changes -Cost reduced to 150/100 from 250/100. -Reduced Supply to 3 from 4. -Hardened Shields now has a 2 second Cooldown after being activated. -Added Anion Fortification Research at Twilight Council (150/150 120 seconds) which reduces the cooldown to a .5 seconds. -Reduced HP/Shields to 120/100 from 200/100. -Reduced damage to 20+10 vs Armored from 20+30 vs Armored. -Reduced attack damage upgrades to 1+1 to Armored from 2+3 to Armored. -Reduced range range to 5 from 6. -The Immortal requires a Cybernetics Core to build. -The Immortal is now built at the Gateway or Warp Gate. -New Research: Anion Fortification 100/100/100 grants the Immortal constant Shield regeneration (even in battle.)
--Affected Dynamics Brood War Dragoons were heavy support units whose presence demanded attention from enemies in battle. They were costly and relatively expensive by BW standards to field. The Immortal furthers this theme by costing by more minerals/gas and supply than their predecessors in exchange for more damage, shield, and the ability to shrug off powerful attacks in the later stages of the game. These changes were made to allow Protoss to have a stronger, self sufficient army in the early game while opening up the use of high damage and armored units like Siege Tanks to be used against Protoss. This change is made possible by the introduction of Widow Mines (which ignore hardened shields), EMP (which are now more effective at killing Immortals). Zerg can use Fungal Growth, Zerglings, Locusts, and the new Corrupt ability to ignore hardened shields. Protoss is now rewarded for using High Templar to Storm Immortal lines so that their forces can engage with full effectiveness.
Now, the Protoss have a tier 1.5 unit that can stand against units like the Marauder and new Hydralisk without breaking the mid and late game battles (with balance testing, of course).
Some Cool dynamics: Immortals vs Tanks is no longer one sided. Tanks are effective at deterring Immortal aggression until Anion Fortifications comes online (about the eight minute mark). Then the Immortal becomes a deadly siege breaker unit that demands support (or solid focus fire micro) to defeat.
With the advent of tempests, the new immortal and tempests fill the old siege-breaker role with more counterplay, so the old immortal’s role is not needed anymore. The Widow Mine is not great at killing immortals due to the long rearm time and the presence of early detection via Mothership Core. However, they break hardened shields and damage the hull, allowing pure mech to exist against the Immortal.
The Immortal is a reliable answer to mass roach in PvZ, forcing the Roach to be used in more subversive ways, or in conjunction with other units like Zerglings, Swarm Hosts, or Hydralisks, making the PvZ mid game more diverse. Roaches have been tweaked to still remain viable in the matchup.
In PvP, the high number of faster Immortals encourage players to build fewer colossus, more High Templar, and Stalkers (due to their significant range advantage), as well as the new Void Ray (Its tick system ignores most of Hardened Shield's protection) Overall, there has been a significant increase in unit diversity between OneGoal and WoL, and a new core dynamic added in for dealing with protoss forces. With the right balancing, the Immortal’s hardened shields could provide and reward a whole host of interesting choices and control options. It just takes a different method of thinking.
--Concerns Having Hardened shield on a massable unit initially proved problematic in PvP and PvT. So we applied attack range reduction, damage upgrade reduction, and are considering a projectile attack to make sure there are many avenues of counterplay vs mass Immortal. Time will tell if these changes work, but initial testing shows that Immortal based deathballs are powerful, but vulnerable to well fortified positions, run-bys, and clever storm usage. Immortals are the most expensive tier 1.5 unit, costing as much as a Siege Tank. Losses are painfully felt.
Sentry We felt the gameplay of the Sentry was not only consistent with the Protoss’s identity, but enhances it. Whether it is creating barriers to stem the Swarm’s onslaught, readying a Guardian Shield to ward off Terran guns, or producing a barrage of hallucinations, the Sentry’s core purpose is to protect its creators and ensure dominance of the ground along with the Colossus. The following changes have been made to the Sentry to enhance its ability to protect its allies while ensuring that that there are more ways to answer Force Field. We want the Sentry to be a playstyle choice, not a requirement to playing the race.
-Stat Changes -The Sentry now built at the Robotics Facility. -Increased cost to 100/100 from 50/100. -Damage increased to 8 from 6. -HP increased to 80/80 from 40/40 -Build time decreased to 30 from 37 -Force Field removed. -New Spell Ion Aegis: Which creates a shield regenerating area for a brief time. 50 Energy 9 range. 5 duration. -Guardian Shield energy cost increased to 100 from 75. -Guardian Shield duration reduced to 10 seconds from 15. -Guardian Shield now protects against crowd control effects like Fungal Growth, Abduct, Neural Parasite, and Isolation Pulse to units within its area in addition to its damage reduction. -Hallucination removed (given to Oracle) -New Spell Time Warp Energy: 125 Range: 6 Duration: 15 Seconds Effect: All ground units in target Area (3 Units) Move and attack 50% slower. Projectiles travel 50% slower in area.
--Affected Dynamics The gateway, with the retooled immortal, can hold its own without leaning on force field. With the Sentry relegated to Robotics facility, it is more difficult to accrue a critical mass of force fields early in the game. Additionally, removing force fields removes the Sentry’s ability to cut off ramps, allowing opponents to defend their naturals or mains against sentry drops. Additionally, fights that involved force fields now have choices and gradients of success on both sides with spells like Time Warp and Ion Aegis. If the opponent finds her army cut in half, she can either use the trapped units to trade, or attempt to break free and save some units. Depending on how fast she is, she can potentially save her forces and retreat. Time Warp fills in the gap that the invulnerable Force Field left behind, allowing your strong gateway units to hold a line against numerous foes without destroying microability or counterplay.
Guardian Shield is now a means of countering mass infestor without invalidating the spell’s damage. To compensate, they now require you to choose when to use them rather than simply using the ability and attacking. There is now a very real choice in how to use sentry energy in an advanced battle.
Overall there will be much less sentry energy available to the Protoss player, and with the moderate counter-caster abilities of the Guardian Shield and hallucination, there’s a lot more tension on where the energy is used. Force fields are still an option, but they are a choice instead of a necessity, and can be included or excluded in a larger strategy involving the sentry.
--Concerns Numbers are a real pain to figure out with this unit. Too much healing on Aegis and they present a false choice. Too few and it is a bad ability. While we like the design, getting the balance just right will take time.
Dark Templar --Stat Changes -The Dark Shrine now costs 100/200 -New Research at Dark Shrine: -Uraj Talisman added 150/150/80: Increases Speed by 20% and grants immunity to all Slows and Stuns.
Colossus The Colossus is a pretty grim unit. It’s a xenocidal war engine that was locked away by its makers because they were terrified by the moral ramifications of its use. The fact that the Colossus has been integrated into Protoss armies reflects the more vengeful face of Starcraft 2’s Protoss. In game, the Colossus has dominated all matchups and doesn’t reflect player skill as much as other siege units. We have made the following changes to make the Colossus take more skill to use optimally as well as provide opportunities for counterplay while preserving the sense of power of bringing them to the battlefield.
--Stat Changes -Colossus now has a different aoe that fires two vertical parallel lines away from it allowing it to hit units as far away as 10 units. -Colossus now have a standard attack again that does 10x2. -Increased range to 7 from 6. -Extended Thermal Lance removed. -New Upgrade: Thermal Surge 200/200/100 Effect: Colossi superheat the ground along its aoe causing it to explode after 1.5 seconds, dealing 15x2 (+10x2 to light) in the area. -Attack speed reduced to 3 from 1.6 (This includes the charge animation) -Attack Damage increased to 15+5 vs light x2.
--Affected Dynamics Colossus now require positioning to take full advantage of their devastating attacks. Colossus can 1 shot un-upgraded marines, Zerglings, and worker units with ease, however, now units they once hard countered can theoretically outmaneuver its beams. This makes the Colossus less of a hard counter unit as well as slowing down gameplay without sacrificing power or identity. Seeing marines split and dodge the explosion or Zerglings dart in after the Colossus slags the ground to get a few hits is something that feels fantastic to play and watch. Unlike its current implementation, there is a very real sense of anticipation and dread when the Colossus slices through a group of units. A nice bonus is that Colossus heavy armies don’t do well unless they are spread out to herd units from one thermal lance set to another, increasing the surface area of the army and opening up new attack paths.
--Concerns The balance we are trying to strike is tricky. Too long a window and the Colossus is useless against the units it was intended to counter, to short and we are back to square one. Testing will show whether it is possible or not to find that sweet spot.
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Void Ray The Void Ray is in a really rough spot at the moment. The Tempest kills capital ships faster and more efficiently, The Oracle is a better base raider, the Phoenix is a cheaper, flexible Air to Air fighter and mineral line harasser. With Blizzard saying that they want to remake the unit, we felt pretty comfortable making some radical changes to how the Void Ray works in the Protoss Armada. The main issue that we identified with Stargate openings is that all too often the counter to prolonged Stargate play is to just a-move with a bunch of stuff and kill the player. Stargate also lacks an effective response to marines and the new Hydralisk. With Force Fields gone and the Tempest too expensive and time intensive to make a difference, the Void Ray became the perfect unit to bear the responsibility of addressing these. Thematically, the Void Ray has always been about burning away any trace of the enemy, so giving them a sort of scorched earth and sky mechanic felt both flavorful and useful.
--Stat Changes -Prismatic Charge now creates a .75 AoE when active instead of doing +6 to Armored. -Cooldown is decreased to 45 seconds from 60. -Ground damage increased to 8+4 vs Armored from 8.
--Affected Dynamics Protoss Stargate openings have always been dicey, even against Z, which traditionally has the poorest offensive AA in WoL. Spend too much on Stargate units, or don’t build Colossi quickly enough, and one risks just dying to a roach, bling, or even hydra bust. Because of the Marine and Stalker in WoL, Stargate dominant openings are risky if not suicidal without support from the Robo.
From an opponent’s perspective, Void Rays behave like storms in that they can control chokes. However, unlike Force Force, you are free to move, fight, and cast spells. You can chose to engage, though there is a steep cost in doing so. This area control is dependent on positioning to be effective, making the Void Ray a unit that scales well with skill and is open to being pressured or sniped.
--Concerns Balancing the damage and AOE scale will take care, but we are currently not worried about its design. We feel it is an interesting positional unit that offers potential for fun for both sides.
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Phoenix The Phoenix is a fast raiding unit and air-superiority fighter, while it is strong in the early game, it quickly loses its potency once sufficient GTA units are fielded. We felt that increasing the utility of its signature Graviton Beam would allow the Phoenix have a greater impact in later engagements by lifting Tanks, Swarm Hosts, and Ghosts.
--Stat Changes -Shields Increased to 80 from 60. -Aeon Pulse Crystal upgrade now increases the range of Graviton Beam to 7 from 5, the same range extension it gives the auto attack.
--Affected Dynamics Now that Zerg has more prolific anti-air, Phoenix experienced an indirect nerf. We hoped to keep them viable in PvZ, and extend their usefulness in PvT, by increasing the range of the Graviton Beam, and reduce how much they have to expose themselves late game to be effective.
--Concerns Initially we were concerned that the Infestor would be destroyed by Phoenix with this upgrade. However the Zerg no longer rely on the infestor so heavily, and hydras won’t often be far away.
Oracle The Oracle has come a long, long way. It now offers many degrees of success and offers powerful area control abilities to the field of battle and feels like a DT unit. We would like to make the deployment of her abilities require a bit more thought, and really push her utility as a mobile space controller and support unit.
--Stat Changes -Pulsar Beam is now a standard attack. -Reduced attackspeed to 1 from .86. -New Passive: -New spell: Twilight Shroud. 100 energy Target 2.5 radius area now offers cloaking to all friendly units for 40 seconds.
--Affected Dynamics We wanted the Cloak dynamic of the-pre beta oracle due to the cool pushes and area control. However, we wanted something that was open to counterplay. Therefore, by committing that energy to an area, the Protoss clearly communicates that power offensively as well as giving a strong defender’s advantage in the absence of detection. Early in the game, we wanted this power to be precious and tactical. In the late game, we wanted to see Oracle playstyles that created dark zones that could be used as traps or fake outs, or means of escape or juking. Stalkers could literally fall back to the shadows. Also, hiding High Templar beneath a Shroud is really fun.
--Concerns We worry about the implementation of Twilight Shroud in the early game. Should it be too much, we can mess with energy costs, AoE size, and duration.
Carrier “Carrier has arrived!” Words that filled Protoss hearts with pride, and Terran hearts with fear. Carriers were the harbingers of the full military might of the Sons of Auir. In WoL, units have tight pathing that allows for much more firepower per square meter than in BW, allowing Marines to shred interceptors and decimate Carriers. Given their niche place in the game and the community’s continuous outcry for a better, more responsive carrier, we have given it a shot. Lookin out for you NonY!
--Stat Changes -Graviton Catapult no longer requires research -Damaged interceptors returning to the carrier heal instantly. -Carriers can move without recalling interceptors (broodwar style) -Gravaton Catapult research removed from fleet beacon. New research added: Enhanced Manufacturing. This reduces interceptor build time by 50%. -Carrier base armor increased to 3 from 2. -Production time reduced to 90 from 120 -Health bars on interceptors now visible.
--Affected Dynamics One of the core issues that the carrier faces in SC2 is how densely ground units can pack. If you are to measure DPS by square feet, it is much higher. In order to get aggressive, they must risk their ability to attack, unlike a typical siege unit.
So we taken many steps to address the crushing weaknesses this has created for the carrier.The base armor increase makes the more durable versus the easily spammed units like marines and the new Hydralisk, but does little to help them against dedicated anti-air such as Corruptors, vikings, and even the new immortal.
Now, because you can see the health of an interceptor, you can recall it at the right time to maintain your fleet’s strength. This takes micro-and observational skills to maximize the effectiveness of the carrier.
Another serious issue carriers faced is that often they would either kill everything without losing many interceptors, or they would lose their interceptors and the Protoss player, having invested so much into something that can no longer attack, die swiftly. The upgrade to reduce interceptor build time doesn’t remove their weakness, but we hope it will avoid that more binary mechanic, especially when combined with good recall micro (tip: use the stop command).
--Concerns Despite the presence of more potent anti-air in every race, we are concerned that the carriers are too strong. Weaknesses are an important part of what makes the unit interesting, and we hope we struck a balance between maintaining that weakness and removing that more binary outcome. Testing will see.
We considered giving the Protoss carrier an active ability, but with the rich spells now offered by the Mothership, Oracle, and Mothership Core, we thought it better to go for a more passive inherent ability, albeit one that doesn’t directly increase its combat damage. If these buffs to the Carrier prove to make it two strong in combat, we can alter the ability to only apply when the Carrier is not under fire.
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Mothership Core The Mothership is a powerful defensive option that allows for early protoss aggression in the early game. The issue is that it turns into the unique Mothership, which creates issues as a one of unit due to binary gameplay (Either you land x important spell and you win, or you lose.) To allow the Mothership to be a non-unique unit, The Mothership core has had to have a softer limit on the number fielded at a time. As a result, energy costs have been adjusted accordingly.
--Stat Changes -Mothership Core armor type changed to Medium from Armored. -Mass Recall energy cost increased to 125 from 100. -Mothership Core is no longer unique. -You may have as many Mothership Cores as you have Nexuses. -Envision removed. -New Spell Fortify: Cost: 50 Range: 9 Duration: 30 seconds AoE: 5 Effect: All friendly buildings in AoE have Hardened Shields and Detection.
--Affected Dynamics The Mothership Core is now weaker for one-base play, but stronger on multiple base-play, encouraging two and three base timing pushes, while still contributing to applying, and defending against early pressure. The Mothership Core doesn’t stack particularly well in a death ball due to redundant effects and poor fighting stat’s for cost. This means that as more bases are taken by protoss, using multiple Mothership Cores is only beneficial if you have multiple attack groups attacking. This increases multi-tasking potential while increasing the opportunities for counterplay (more Mothership Cores to snipe with less attention devoted to each of them.) This also means that this style yields much smaller death balls, increasing the defenders advantage, and providing a fuller game experience. Fortify allows for Protoss to survive Baneling busts without Force Fields and gives Toss time to marshal forces versus tank based pushes. We are adding detection to fortified buildings to allow for strong conditional detection to help protoss deal with cloaked threats. This spell allows the MSC to provide the protection that the Sentry once did without forcing frustrating dynamics.
--Concerns The main risk of this change is giving Protoss too many “get out of get out of jail free cards” While this is true in part, this only comes into play with macro heavy playstyles, and each Recall is more precious. This creates timing windows where Photon Overcharge is not available. Additionally, having three Motherships means you have threefewer Immortals in your army, or you have 300 less gas to spend on units or upgrades.
Mothership The Mothership has been plagued by conflicting identities. It is supposed to be a powerful capital ship that can turn the tide of battle, and they are precious and rare ships, hence their unique status. They also are supposed to have a balanced place in multiplayer and not outshine dedicated combat ships like the Carrier. As a result, the Mothership has gone from being ignored to dominant. This is primarily due to spells like Vortex. Instead of effectively removing the Mothership from competitive play, we feel that changes can be made to make the Mothership feel like a core late game power-caster that scales with skill and produces interesting games, rather than ending them.
-Stat Changes -Scale reduced to .8 of the original model. -Speed increased to 2.25 from 1.4 -Acceleration increased to be the standard of all air units. -Vortex removed -Cloaking Field removed -New spell added: Isolation pulse. 100 Energy. 3 second delay at target 2.5 area location. All units in location are Isolated. They can’t attack, be attacked, target, or be targeted, or use abilities that cost energy. They can still move and use movement based abilities. 15 second duration. -New Spell Added: Envision: (as HotS Oracle.) -Mass Recall’s energy cost increased to 150 from 100. -Total cost reduced to 200/200 from 400/400. -Health reduced to 200 from 350 - Shields reduced to 200 from 350 -Supply cost reduce to 4 from 8 -This unit is no longer unique -Still upgrades from MSC, meaning there is a soft limit of one per nexus.
--Affected Dynamics PvZ is no longer a coin flip. Landing a sick Isolation Pulse effectively wins a battle, but allows the enemy to retreat. Brood Lords can be removed from the fight, but they can be saved, at the cost of the Protoss army getting to do whatever it wants for 15 seconds. Isolation Pulse can be used to save units, or grant units safe passage to a location. Watching a team of Zealots waltz through a spine forest and position themselves around a hatchery is fantastic, because it forces the enemy to make a decision. Do they split off some units to deal with the attack? Do they attack the diminished protoss army? With Storms and Colossi and archons, that might not be the best idea. Long story short, Isolation Pulse produces a ton of gameplay and counterplay. With good reflexes, opponents can mitigate or even dodge the spell, or if they have the right units, use the spell to their own advantage like enabling invincible ling run-by’s. Our testing thus far shows this to be a ton of fun.
Mass Recall has been made more precious due to the combination of the non-unique status of the Mothership as well as its increased speed. Offensive and Defensive Recalls alike are more common now, allowing for action to consistently occur across the map.
Envision advances the general utility of the Mothership as a support unit.
All in all, the Mothership now has a real place in every matchup’s end game without breaking the game, or reducing a game to a coin toss.
--Concerns We are more worried about the abundance of mass recalls flying around than the other spells. We fear that this change may make late game protoss low risk, high reward. The increased energy cost, however, makes the Mothership commit to that push, and the use of two or even three Motherships costs 8-12 supply and upwards of 900 total gas. Without energy for Isolation Pulse, and boasting less HP, and mediocre damage, counter attacks will be pretty powerful if your opponent has been on top of his or her macro.
+ Show Spoiler + Reaper The Reaper is one of WoL’s problem children. It suffers from the same issues as the Dark Templar, but competes with Terran production too much to see the same sort of play, and lacks the tools to commit the crimes DT’s can simply walk away from. Unlike every other unit in Terran’s harassment roster, the Reaper is the only one that can’t transition or scale with a real army. The following changes are to encourage early Reaper play, while allowing it to have a greater presence in the mid to late game, when combat units are out on the map. --Stat Changes
-New Ability: Deploy Sentry Turret, requires Factory Effect: Deploys a Sentry Turret with 50 HP at target location. 30 second cooldown, Range 5. -Nitro Packs no longer requires a Factory to research. -All other HotS Patch #8 changes are implemented.
--Affected Dynamics Auto-Turrets is a strange ability to give to the Reaper, but it really let's the unit perform its job as a means of providing lasting map control and mobile harassment. The havoc that several Reapers can now cause in a mineral is significantly increased, and is harder to root out than Hellions or Banshees due to the durability of the turret, and the speed of the Reaper. The ability to “safely” damage infrastructure can force supply away from the front lines to curtail attacks, or simply the movement of workers away from the to more units spread across a wider area and smaller death balls.
--Concerns Countdown timer being too short eliminates intended counterplay, too long a countdown makes the ability useless. Range may be too long. Range 5 Queens and a Tier 1.5 Hydra however allow Zerg players protection in the mid and late game. Protoss Stalkers and Warp In.
Ghost The Ghost has changed a great deal since BW, and mostly for the better. We feel that Snipe was marginalized just as it was developing as an all around tool, and in doing so, restricted the Ghost to a strictly anti-caster role. With a simple tweak, Ghost openings/harassment are possible dynamics again. We hope that players experiment with this cool, and well designed ability.
--Stat Changes -Ghosts are now Light. -Snipe damage changed to 45 -20 to Massive. -There is a slight delay on emp showing where it will land. -Increased EMP radius slightly.
--Affected Dynamics Many exciting games were had with early ghost rushes to snipe marines and SCVs for a ramp bust, trim down the number of roaches swarming forward, or to pick off overseers. The original snipe had so much more diversity and utility than its current iteration, but its glory has been restored if this mod, with its necessary balance changes for massive intact. The Ghost’s new light armor tag offers advantages to Phoenix and Hellion compositions, allowing these units to get in, snag the kill, and get out. Phoenix are currently under utilized in PvT and Ghosts are more prevalent due to the increase in Immortal numbers
--Concerns This is one of the few changes we are totally comfortable with. Ghosts are strong units, but are sufficiently expensive that they delay tech and diminish the size of your early army. No one has accused of Ghosts being OP in the early game. Late game usage is limited to things like Hydralisks, Roaches, Banelings, Overseers, and Infestors. While this lets large numbers of cloaked ghosts wreak havoc, one solid fungal can reveal and destroy them.
Widow Mine We are really excited to see the Widow Mine find its place in the HotS metagame, the following changes were implemented to make the unit have a bit more counterplay, and increase its overall ability to dissuade deathball usage.
--Stat Changes
-Removed Drilling Claws upgrade. -New Upgrade: Arenae Manufacturing: Reduces Rearm time to 25 from 40. -Unstable Payload’s autocast may now be disabled while burrowed. -Unstable Payload may now target individual units. -All other post Hots Patch #8 changes are current in One Goal.
--Affected Dynamics With a more focused ground support role, Widow Mines can dissuade masses of units from attacking, while allowing stealth units and air units to harass. Additionally, this deployment limitation allows the Widow Mine to be deployed in larger numbers without hamstringing the game. The manufacturing upgrade can transition from a strong harassment or defensive unit into a broader area control and support unit in the late game. Mine Fields not dead supply after the first twenty seconds. Widow Mines are an excellent way for mitigating Immortal’s Hardened Shields without having to resort to Ghost’s EMP allowing pure mech to function in the mid to late game. Additionally, the increased splash damage is a huge boon vs Zerg, who now have Hydralisks instead of Roaches for their primary 1.5 unit. Again, these changes are intended to pursue a stronger defenders advantage from meaningful choices and units, rather than poor pathing and random numbers. Protoss' advances are limited by how fast they can kill outlying Widow Mines.
--Concerns Increasing splash is always huge concern, we want units like the Zealot, Immortal and Stalker to feel strong and durable, and giving Terran a ton of late game supply in AoE control is a bit scary. However, at that stage, Protoss has powerful tools like Tempests, Void Rays, Carriers, Colossus, and Motherships to mitigate and erode positions. Zerg has supply free detectors, Infestors that can cast their spells while burrowed, speed roaches, and the Vipers Abduct and Blinding Cloud abilities. With so many answers to positional play, we are hopeful that Terrans can have the classic map presence that spider mines once gave them with a Widow Mine that is consistently armed.
Siege Tank Classic mech, demands a classic, efficient Siege Tank that promotes counterplay and area control. See below.
--Stat Changes -Cost reduced to 150/100 from 150/125. -Supply reduced to 2 from 3. -Siege Tanks can now overkill.
--Affected Dynamics Making mech interesting and viable across all matchups has been a key part of this PTR. Mech traditionally suffered from being an all or nothing deal in the final battles. Army replenishment was too slow compared to the races in or a bio composition, making a lost battle very often a critical failure.
With the reduced costs and lower supply, along with the introduction of the Widow Mine, the Terran lines can go deep, spreading a battle across a longer period of time. This allows for reinforcement to not lag so far behind the action, meaning reinforcements now play a meaningful role in swinging a battle of mech.
It also offers more degrees of success, since there’s more tanks that can be used and countered well or poorly. Visually, it enhances the territory line effect, making it an easily understood dynamic for the casual spectator, enhancing StarCraft 2’s reach.
This also helps keep siege take a potent option in Heart of the Swarm, where the tank finds many new counters arising on the battlefield. Drop the Hammer and dispense some indiscriminate justice.
--Concerns We have few balance concerns. Balance may need tweaking.
Warhound
Warhound Added Warhound Cost: 150/75/2 40 second build times Requires Armory, Built at Factory with Techlab. HP: 160 HP Base 1 Armor. Move Speed: 2.75 Attack Ground: 20 Attack Speed: 2 Ground Range: 5 Attack Air: 30 (+10 to Armored) Air Range: 9 Air Attack Speed: 2.5
The Thor is a poor unit to fufill an AA role due to their huge supply and resource costs. We tested AA capable Widow Mines and they simply weren't enough to fill the hole the Thor left, we would like to see a supply efficient GtA unit take its place so we returned the Warhound to the field of battle as a punishing AA unit. Warhounds are a tough and powerful GtG unit that follow the same theme and overall feel of Factory units that are tethered to powerful deployed units. Warhounds offer higher AA burst than Viking and Thors, but must rely on good terrain and positioning to be effective.
--Stat Changes
Mech has a new anti-air unit drawing inspiration from the Goliath, but quite different in execution. with the floor now in a role more suited to it, the Warhound provides a more flexible to air threats than the Thor did. It’s slow attack speed versus air permits the enemy reaction time, but also rewards focus fire micro and even introduces a new form a micro to get the most out of the unit in the mid game. Fast animations and movespeed allows you to move and shoot. We feel this implementation of an AA Tank allows for more expression of skill from both players, and serves the role better than the Thor.
--Concerns
Doing initial balance work on a two supply aoe AA unit has been...interesting. We decided to lower damage scaling and attack speed to allow for more micro in between shots, as well as giving wider windows for air units to split. We want Terran mech to be able to turn back Air units, however, we want those air units to have some room to maneuver. We are keeping a close eye on the Warhound and a AA capable Widow Mine.
Thor -Removed
--Affected Dynamics The Thor grew to be a cumbersome anti-air babysitter. Its massive supply costs meant less choice and fewer degrees of success. The Thor also occupied a role that didn't really seem to suit its art. The role of anti-air mech has been handed off to the much lower supply Warhound. Additionally, Hellbats provided a more gradient and frankly, interesting method of soaking damage and spearheading assaults. The Thor is outdone in every thematic role by more interesting units. While it is a spectacle, it has failed in every attempt to make it have gameplay to match.
--Concerns We are actually pretty confident about this change.
Raven --Stat Changes -Build time reduced from 50 from 60.
-Seeker Missle now functions as it does in HotS. -Auto Turret has increased damage but shower fire rate.
--Affected Dynamics More units and more frequent spells means more degrees of success. We want a Raven energy upgrade to be worth something, and we wanted ravens in general to be more than a detector. We reduced the cost of seeker missile because it offers both more degrees of success, and an interesting choice with how you use your energy: do you save up for two seeker missiles at once, or do you use recovery drone to save a midgame tank? We also ensured it would have two shots in a fight, making it a more reliable spell as a psi storm and fungal, while keeping its unique identity.
When trying to create spells of many degrees of success, positional spells are some the best you can offer. We wanted something that synergize with the positional nature of mech, and offered a turret that is better able to contribute in fights.
--Concerns Again, Ravens are awesome. We should see more of them. Turrets may be a bit overpowered, but we will see.
Battlecruiser --Stat Changes New ability: -Behemoth Reactor now which enables the Warp Drive ability. -New Ability: Warp Drive Cost: 75 Energy Effect: Battlecruisers begin powering their Warp Drives; after 3 seconds it teleports 15 Range in whatever direction it is facing.
We were looking for a means of improving the mobility of the Battlecruiser without tampering too much with its identity as a big slow, and powerful unit. Warp Drive lets the Battlecruiser choose when to engage or disengage if the energy has been set aside for it.
--Affected Dynamics Battlecruisers can lead assaults with Vikings, Banshees, and Thors. The unit is still slow, but it can briefly redirect power for that clutch maneuver. A nice side effect is that High Templar no longer shut down BC play so thoroughly with Feedback, due to consistently lower energy counts on your BCs; instead Feedback can deny the power of Warp Drive without crippling the BC’s other roles.
--Concerns We are concerned by the ability for BCs to be able to chase down retreating armies. However, we think that it might work in the Battlecruiser's case because of its high cost to bring to the field, long build time, and the general immobility of mech units to support it, and the fragility relative to cost of Terran air units. If this proves to be too much, we are happy to go back to the drawing board.
+ Show Spoiler + Zergling Zerglings in BW were nothing short of terrifying. Eight cracklings in a base was trouble, twelve cracklings meant buildings were going to be destroyed. Because of their absurdly high dps for minerals and cost. Zerglings have been staples for map control and pressure. In SC2, this legacy is largely sound, but fades in PvZ and TvZ once Colossi, Archons, Hellions and/or tanks are fielded. We want to encourage and empower the Zergling’s late game potential without affecting its considerable early and mid game presence. It felt appropriate to update a classic upgrade.
--Stat Changes -Adrenal Glands attack speed bonus increased to 33% from 18.5%.
--Affected Dynamics Given the power of the new Stalker, Zealot, and Marauder along with new additions like Hellbats and Widow Mines. We felt it was important to give the Zergling more teeth in the late game. Zergling run-bys, drops, and nydus-ins are now significantly more damaging. The hope is the threat of stronger crackings will encourage more supply being spread across the map, reducing the size of deathballs.
--Concerns Ling harassment in the late game may be a bit too strong. However we feel that Widow Mines, 2 Supply Tanks, Warp In, Void Rays, Swarm Hosts, Infestors, and Banelings provide players plenty of options to deal with run-bys. Should that prove incorrect, we will happily scale back the upgrade.
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Hydralisk The Hydralisk is perhaps Zerg’s most iconic and memorable unit. It also was the backbone of Zerg armies back in the day, providing air support as a cheap, 1 supply unit that had the stats to really matter en masse. Its current role in WoL is basically a dps spread sheet; there is no incentive or ability to micro. While HotS is taking steps to fix it, the issue is that the Hydralisk simply eats up too much supply for what it does, and doesn’t encourage or enable particularly skilled play.
--Stat Changes -Hydra Den now costs 150/25. -Reduced cost to 75/25 from 100/50. -Reduced supply to 1 from 2. -Decreased damage to 10 +4 (+1) vs Armor from 12. -Decreased attack speed to 1.25 from .83. -Hydralisk Den requires a Spawning Pool to build instead of a Lair. -Hydralisks require the Grooved Spine research to attack air units. -Added Muscular Augment research which increases movement speed to 3 at lair. -Hydralisk have a standardized creep speed bonus (30% down from 50%). -Changed attack animation timings to allow stutter-step micro.
--Affected Dynamics The Hydralisk now dominate the battlefield in the early- and mid-games as a cheap and supply efficient source of damage and offensive AA. However, unlike the Roach, the Hydralisk scales very well into the late game given its low supply cost, allowing it to either be the backbone of Hive tech offensives, or support melee compositions by shredding sky born threats. They are roughly as powerful as perma-stimmed marines, but given their greater cost and production time, they tend to trade poorly without a little support.
Lets look at the different match ups: PvZ: Hydra pressure can wrest map control away from Protoss, allowing the Zerg to take a quick third, or even fourth if enough real damage is done. However, without Grooved Spines researched, Hydras are highly vulnerable to fast Phoenix openings. Defensive Stargates utilizing well-placed Void Rays can also provide the necessary area control to mitigate damage. Colossi still remain a strong answer to Hydras, reducing them to ash in a mere two swipes, provided they can land the shots. Stalkers with their long range, hypermobility, and partial damage bonus can wear down Hydra numbers without sustaining real damage, provided they have good positioning and micro. Whatever the choice, The Hydralisk forces Protoss players to commit compositions if they want any semblance of map control, allowing for agressive Zerg styles to flourish.
TvZ: Hydralisks are a soft counter to Hellions and Hellion openings. Well spread and microed Hydralisks can decimate Hellion numbers, however, if they clump, Hellions can win the exchange. This makes Speed Hydra vs Blue Flame Hellions an absolute joy to watch as each player vies for a positional advantage to secure and maintain map control. Hydras are also a viable answer to Medivacs and Banshees on or off of creep, meaning Zerg can go light on queens, freeing up Lair and hatch time for upgrades like Burrow, Overlord Speed, and Drop, which would be otherwise delayed. However, due to their fragility, well positioned and microed Terran units like Marauders, Hellions Tanks, and Widows Mines can trade efficiently.
ZvZ: Skilled use of Hydralisks can put an end to Ling-Baneling wars that dominate the ZvZ early game. With 6 range, Hydralisks can snipe Banelings before they close. However, Hydralisks trade poorly with Zerglings out in the open, and can be decimated by a few well placed banelings. This means that Hydra centric styles, while difficult, can be possible with good splits and stutter stepping. We are hopeful to see some MKP style ZvZ. If the early game stabilizes, Hydras with upgrades can transition into Roach-Swarm Host compositions, or support tech-heavy transitions like Infestor or Viper supported armies.
--Concerns As with the Immortal, making a Tier 2 unit a tier 1.5 unit has required a lot of tweaking to make the unit feel strong without outright breaking match ups. Delaying their AA capacity proved to be an important step in keeping air openings viable. We think the Hydra is in a testable state, and skilled players will show how abusable the current unit is.
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Roach At Lair, Roaches can now really explore their role as an assault/harassment unit. We went through several design iterations to emphasize the assault role, but none of the changes really affected how you played with Roaches. The biggest problem with the unit’s current design is that it’s exciting traits like burow micro are downplayed, effectively making it an a -move unit. A unit that is its strongest while burrowed was a fascinating point of gameplay and identity. Ideally, Roaches are deviant, resilient, and dangerous when below ground, but must surface to actually attack. Our following changes emphasize that identity and gameplay.
--Stat Changes -Cost increased to 100/25 -Roach Warren now requires Lair. -Increased base move speed to 3. -Glial Reconstitution removed. -Roaches now have burrow by default. -Tunneling Claws now no longer grants increased health regeneration. -Tunneling Claws now increases burrowed movement speed to 2.75. -Tunneling Claws now grants a temporary speedboost when the unit first burrows. -New Upgrade unlocked at Hive, Organic Carapace 150/150/ 80, grants +5 armor and doubles health regen per second while burrowed.
--Affected Dynamics Now, Roaches provide a distinct and valuable role in the mid and late game. They are a relatively cheap means of probing enemy defenses, looking for holes. They can take a Widow Mine shot or a tank volley and survive. Should the enemy lack detection in an area, they can swiftly take advantage. Testing shows that unsupported Tanks have an unfortunate tendency to disappear when Tunneling Roaches are out in force. With high durability and move speed while burrowed, Roaches now excel at persistent harassment. When a player has a roach infestation in their base, they know it, because the damned things are hard to pin down, and harder to kill, unlike the fire-and-forget nature of ling run-bys, and the burst-like nature of Infestor harassment, Roaches truly scale with the skill of the player.
In combat, Roaches can be true veterans with proper burrow micro. The main issue with WoL Roaches was that once detection was fielded, burrowing meant death due to the low movement speed. With fast burrowed movement, along with high armor and health regen, wounded roaches can actually disengage from fights, meaning that good zergs can have absurd unit retention if their micro is up to the task.
--Concerns The one concern is that Roaches may be a little too effective at surviving. Should that be the case, we can decrease their health regeneration or armor bonus from Organic Carapace.
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Infestor [incomplete] The Infestor has been a cool unit conceptually, but has produced mechanics that both stagnated gameplay and discouraged skilled play. We wanted Fungal Growth to be powerful, but involve counterplay, and scale well into the late game. Additionally, we focused our efforts on making Infestors units that augment armies, rather than being the army. Finally, we worked to emphasize the differences between the Infestor and the Viper both in playstyle and identity. The Viper is a lean wasp-snake-creature that prowls above a hungry and restless army, anxious to charge. The Infestor is more an unseen menace that infiltrates your army or base and ruins EVERYTHING that you love and hold dear. It turns your units against you, it bogs down your army or works in caustic fungus, and it unloads the repurposed corpses of your fallen comrades to gun you down. The following changes were made in this spirit.
--Stat Changes -Infested Terrans no longer scale with upgrades -Fungal now slows affected targets by 70% of their base speed which decays over 4 seconds. (Damage remains the same.) -New Upgrade: Resonance Chiton. Requires Hive 150/150/80. Allows the Infestor to use all spells while burrowed. (All spells have -2 range in this state. -All other HotS Patch #8 changes are still in effect.
--Affected Dynamics Infestors now possess a very different role than the Viper. They can be used in the mid game to aid Swarm Hosts and Hydras
--Concerns Stealth spell casters are powerful (see Ghosts). Giving an invisible unit mind control and a slow-storm is questionable balance wise. We are hoping that between a desirable Raven, the Mothership Core’s Envision ability, and more available Spores, a hive tech stealth caster is more manageable.
Swarm Host Out of all the new units, Swarm Hosts are easily my favorite. It promotes positional play, it produces units that live long enough to be microed... It fulfills the Zerg theme of being “swarmy,” and it has the potential for tremendous counterplay. Currently, Swarm Hosts offer a bit too much reward for too little risk offensively, while struggling to slow advances like their predecessor, the lurker. With a few tweaks, I think the Swarm Host can outshine the Lurker.
--Stat Changes -New Building Morph: Deep Warren from Roach Warren. Costs 100/100/60. -Swarm Hosts now are morphed from Roaches for 100/75 and require a Deep Warren to do so. -Swarm Host supply reduced to 2 from 3. -Locusts attack speed decreased to 1.4 from .86. -Locusts attack now is a linear AoE. -Locust hatch animation duration decreased. -Enduring Locust upgrade removed. -New Upgrade researched at Deep Warren: Potent Broods 150/150/100 seconds. Adds an additional Locust per spawn cycle. -We will be implementing the other changes.
--Affected Dynamics Swarm Hosts now can provide strong pressure when their locusts are microed properly, especially once Gestation Spores is complete. However, their range is limited to what currently non-upgraded Swarm Hosts are capable of, allowing units like Tempest, Stim Marauders, and Blink Stalkers snipe them before new Locust are born. This combined with Locusts reduced attack speed means that offensive Swarm Host micro scales with skill and attention, to make the most of his short lived broods. Additionally, given the vulnerable period, relocating harassing Swarm Hosts is another means of expressing player skill.
Defensively, the new Swarm Host is a fiend. While one can simply rally spawned Locust to hold an area. The lack of the Enduring Locust upgrade provides natural timing and counterplay to exploit the unit’s vulnerability. Additionally, with a faster spawn animation and aoe attacks, Locust traps can function like the stop Lurkers of old via, where unsuspecting units get suddenly snared and torn apart. Finally, having three upgraded Swarm Hosts costs 6 supply and can hold chokes with ease. We cordially invite any number stim marines to march up a ramp held by a handful of Hosts and a Viper.
--Concerns Hosts currently come from Roaches, which are now hyper-mobile burrowed units. This makes Roach/Swarm Host compositions have a natural synergy where durable, low damage Roaches, cover for the Swarm Hosts, who then produce powerful aoe Locust, who in turn soak up damage that would be dealt to Roaches or Swarm Host, allowing well microed Roaches to regain all of their HP. In the hands of a skilled player, Roach, Swarm Host, and Hydras working in tandem could be ridiculous given that they share ranged attack upgrades.
Does the new Locust overlap with the Baneling? Testing will see. Banelings have more upfront damage to Light, and cost minerals and gas per individual. Locusts offer more overt and physical territorial control at the cost of burst damage, additionally, Locusts do not do aoe damage when killed. We are especially curious about using Swarm Hosts to cover Ling-Ultra transitions, and using Banelings to augment the kill capacity of Locusts.
Ultralisk Ultralisks are intimidating, but all too often are ungainly and don’t provide the consistent damage expected from a tier 3 Zerg unit. Ultralisks have had many buffs to ensure that they remain effective in an era of smart pathing and unit clumping. They have been given a cleave aoe and have had their hit points increased by 100 points. The Ultralisk’s straightforward design makes active abilities like Burrow Charge unwieldy. We are trying the following changes for release.
--Stat Changes -New Research: Hive Awareness 100/100/120. -Effect: Allows Ultralisks to walk over Lings, Broodlings, and Locusts. -Reduced scale and model by 10% -All other HotS Patch #8 changes are still in effect.
--Affected Dynamics Ultralisks have traditionally been difficult to make effective. We have high hopes for the viper’s abduct and blinding cloud abilities to either feed units to the Ultralisk, or allow Ultralisks to close with their enemies. However, a huge issue is simply how large and bulky they are. A slight tweak to model size, as well as allowing the unit to close with
--Concerns Ultras might be too consistent in their damage with ling-walk. Time and testing will tell, and if necessary, we will revert them to 6 supply.
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Popular changes we didn’t use, and why: Fewer Resource Base Barrin’s fantastic post: http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242 While this may encourage multibase play and increase the time it takes to raise a deathball, experimenting with the fundamental economy on top of rewriting unit relationships produces a game where economic dynamics, unit efficiency, and other important factors are all differently measured than in standard WoL. For the sake of a standard economic metric, we are not initially testing FRB. Once we have a solid understanding of our changes, we are happy to look into FRB.
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Interesting Bits:
Having 2 supply, cheaper tanks reduces the effectiveness of abduct, immortals, and other “hard counters.” But it doesn’t break them either: instead of it relying on a few good abducts or unit choice, the players get to match skill more times. Protoss late-game is already swimming in splash, but we added more? We were concerned about this. However, with the swarm ever larger, and the immobile nature of the Void Ray’s spell, it turned out interesting and necessary, rather than stepping on either the Colossus or the Templar’s roles. The Protoss Stargate is second only to the Larva in terms of production diversity. Just look at the list: Phoenix, Void Ray, Oracle, Tempest, and Carrier. Sky Toss rising! Concern is raised over how cheap force fields are. But with the new, more-difficult-to-accesses sentry, and competition for its other valuable spells, and that force fields can be destroyed, things have changed. Not to mention how drastically hydras effect the matchup. Check out this post by redditor Blueacritter, in response to Morrow’s post on force fields.
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