Situation Report: Patch 1.3.3

Situation Report: Patch 1.3.3

Straight from the bridge of the Hyperion we bring you the latest situation report for StarCraft II: Wings of Liberty. In this edition, we'll be discussing some of the most notable changes in the recently released patch 1.3.3  and shedding some more light on our design philosophy and the thinking behind this update.

Balance Changes

Protoss

  • Archons
    • Now a massive unit.
    • Range increased from 2 to 3.

After receiving and reviewing a lot of solid feedback about the archon from the StarCraft II community, we came to the agreement that having archons break Force Fields would increase strategic variety in protoss-vs.-protoss matchups. We were slightly worried that strategies such as mass Charge zealots plus archons would be too difficult to stop with only ground units, but in testing this on the PTR, we found that the relationship between the zealot- and archon-based strategies vs. the more standard robo-tech builds were proving to be fun.

Archons have generally been a slightly weak unit for their cost. This was a conscious design decision that we made since we wanted Morph to Archon to be a "recycle" ability. However, due to the size of the archon, we felt an increase in attack range was necessary so that the unit can get attacks in more easily, especially on the defensive.

  • Cybernetics Core
    • Research Warp Gate time increased from 140 to 160.
  • Gateway
    • Sentry train time decreased from 42 to 37.
    • Warp Gate unit train times remain unchanged.
  • Pylon
    • Pylon power radius has been decreased from 7.5 to 6.5.

These three changes were made specifically to address the 4-gateway issue. The slight increase in Warp Gate research time should only really affect early-game strategies such as the 4-gate all-in. It was a challenge to find a research time high enough to achieve this goal without affecting other, non-early game strategies, but we eventually settled on 160. Regarding the sentry, it's the only tier-1 unit that's rarely used on the offensive in PvP 4-gate all-ins. However, they're almost always used on the defensive, so buffing this unit was the way to go in order to make defending easier.

The pylon power radius reduction will help the defending player take them out easier from above ramps, as well as make it so there are limited spots below cliffs where the opponent can build them in order to offensively warp in above. On the flip side, because protoss bases generally have plenty of pylon power, we’re not too worried about this affecting the defensive side too much -- though players might need to pay more attention to their base layouts.

On top of these changes, we're also looking into slightly changing how vision works on ramps so that if you use Force Field on your ramp just right, the opposing protoss player will not be able to spawn above your ramp or Blink stalkers up past a perfectly positioned Force Field. We will continue to monitor how the changes we made in 1.3.3 are working out before making the final call.

We hope these changes will resolve the 4-gate issue in PvP.

Terran

  • Bunker
    • Salvage resource return reduced from 100% to 75%.

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.

  • Ghost
    • Cost changed from 150/150 to 200/100

This cost change was a strategic, high-level change. We wanted ghosts to have a place in as many of the existing unit compositions out there as possible. For example: we wanted at least a few ghosts to come into play with the standard armies we currently see in each matchup. We feel ghost EMP is a vital tool at the highest skill levels, and we didn’t like how players had to choose between ghosts or something else. Therefore, we decided to keep the total costs the same while decreasing the gas cost so that they can more easily be added to whichever army terran players are currently using.

We realize having to manage so many units (including the ghost) can be difficult for many players, but at the same time we felt ghosts are only really vital at the highest skill levels because their counter-units are also micro-intensive.

  • Thor
    • Thor now has 200 max energy, and starts with 50 energy.
    • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).

We generally haven’t reverted changes in the past, but at the same time, we’re not afraid to revert changes when we feel that we’ve made a mistake. Some rare strategies involve mass numbers of Thors using 250mm Strike Cannons to lock down protoss, leaving them with few options for response. While these situations are rare, and the strategies aren’t necessarily overpowered, there were still a few things we didn’t like.

First, we definitely don’t like seeing Thors en masse. Due to the visual size of the unit, as well as a small pathing radius, Thors can obscure the other units in your army too easily. This can be problematic because it's important to know roughly how many units an opponent has when scouting. We want the Thor to be the type of unit that you add to your main army, and we definitely don’t want them to be the core of your army to the point where you strive to build as many as possible.

Second, we felt counter relationships were turning too heavily. The nature of lockdown abilities in general is that they have the potential to heavily turn the tide of battle against armies that would otherwise counter your units. Most of these abilities, especially for an ability as strong as this one, have to be fairly difficult to bring out and easier to counter. We feel that having the additional counters of EMP/Feedback to the Strike Cannons ability is better so that we don’t get into degenerating situations where the opponent is stuck without recourse.

Zerg

  •  Infestor
    • Speed decreased from 2.5 to 2.25.

We like how infestors have been functioning across the board since the last patch. We feel the previous infestor buffs heavily contributed to making matchups solid, especially at the higher skill levels.

However, it was slightly problematic in some scenarios where infestors were getting away too easily. Even when it was off of creep, the infestor was slightly faster than normal units -- and on creep, it was considerably faster. We decided to give infestors normal movement speed off of creep to make it easier to catch up to them and kill them.

  • Spore Crawler
    • Root time decreased from 12 to 6.

Air-based strategies vs. zerg are common due to zerg anti-air units coming out later than other races. Because of this, it actually makes sense for spore crawlers to be more flexible than other races' anti-air structures. If a zerg player is totally unprepared, we don't mind them just outright losing the game. However, what we didn't like was when zerg players still suffered considerable damage from void rays, phoenixes, and banshees, despite being prepared with spore crawlers that were slightly out of position. We decided to make this change so that it's somewhat easier to fend off these attacks, especially when you already have some spore crawlers in play.

As a side note, we don't feel the same way about spine crawlers, as there are being plenty of other anti-ground units zerg players can use along with the spine crawlers from the beginning of the game.

************

As always, we will continue to listen to players' discussions, and we welcome your constructive feedback. As with any balance-related change, we've made these with a lot of care and consideration to ensure a great game experience for players of all skill levels. 

* David Kim is a game balance designer for StarCraft II and enjoys long sun-scorched walks on Char.

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Comments (585)

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I think this is the first time I've agreed with most of what was said as far as reasoning goes. Please keep making patches like this.
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Gladiator #880
Gladiator
5/13/2011
Thanks for explaining your thoughts Blizzard!
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Schwing #516
Schwing
5/13/2011
"We generally haven’t reverted changes in the past. . ."

lol wut

But seriously, I get all of the explanations except for the ghost one. Why should ghosts be something allowed to fit into any army, instead of being a main tech path? Teching to HT is a tech decision that you have to stick with somewhat mid game. And when ghosts have abilities that can counter entire races. . .

That being said I don't mind the change. I just don't understand their explanation for it is all.
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Dragon #2971
Dragon
5/13/2011
Heyo,

Thanks for the feedback, it's very nice to see your insight into your balance making decisions. I know this is something you don't have to do and appreciate the information. I just wanted to post a few of my thoughts on this, then I'll go back to work! hehe

Archons always should have been a massive unit, so 2 thumbs up for that.

Everything that was done to address the 4 warp gate all in strategy doesn't sit right with me. Yes, 4 warp gate was running rampant, especially in PvP, we all know that. But based on the youth of the game, I think it's a little meddlesome to be tinkering with these changes so soon. Even the smallest change has ramifications at the highest level of play, so these big changes really make things for the pro scene harder. Players were figuring the strategy out, and it started to get to the point where if you scouted the 4 warp gate all in, you felt like you won. I know as zerg, once I scouted the 4 gate, I knew how to prepare and felt like I had the game in my hands once the 7:30 mark came.

Bunker salvage always should have been that way. Thanks for fixing that.

The ghost change is cool, but it seems so weird to me that a caster unit costs more minerals then gas.

I like bringing the old thor back. Since they can stun, I always thought being able to feedback/emp them was always nice.

Infester speed doesn't bother me.

Spore crawler root time is awesome. Thank you for acknowledging how weak zerg is early game vs air and doing something about it. I think this change some what addresses the issue, but does not fix the problem. If you compare zerg to the other 2 races, zerg has fewer cost effective units that attack air. Protoss has stalkers and sentry's, Terrans have the amazing marine, and zerg only has queens. For their damage and life, queens don't always make for an effective AA defense, unless you have 4-6 of them. Since it's tough for zerg to scout consistently, I know I have a tendancy to overprepare for air attacks. If the attack never comes...well...I'll leave it at that. In BW, we had hydras, so early air was never an issue.

Thanks again for all of this. Now, just move OL speed from the lair to the hatchery so I can actually scout past 1 marine, and I'll be happy! gg.
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Razgreez #900
Razgreez
5/13/2011
bloody brilliant
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Shrike #138
Shrike
5/13/2011
I like how Terran is complaining about the thor so much.

It's such a big deal to them that they can no longer win by massing thors and sending them in with 5 APM (legitimate, not spam, count)
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GBeast #483
GBeast
5/13/2011
Fix Hydralisks please.
Nerf stimpacks please.
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Dragon #2971
Dragon
5/13/2011
@GBeast: Stim already got nerfed.
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Rainstorm #597
Rainstorm
5/13/2011
Really happy about the bunker changes and the Energy being back on the Thors because mass Thor was nearly impossible to beat (broodlords aside)
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AznChristian #661
AznChristian
5/13/2011
I like all the changes, but I wish gateway build times were less than warp gate's cooldown so gateways would still be viable after warp gate finishs =\ Maybe make the upgrade reduce the gateway build time , as well as enable warp gating?
Fyi, you can emp your own units.
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Declan #934
Declan
5/13/2011
David Kim is the man. I wish he would write one of these up for all the balance patches.... *(has he?)
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Benihana #914
Benihana
5/13/2011
@Declan: Definitely, he's awesome! He explains Blizzard logic well. :) Makes sense to me!
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December #737
December
5/13/2011
I feel like the Infestor buff in the last patch affected all the match up so badly. Basically if you can't stop Zerg from macro like crazy, and when they bring out the best combo infestor + broodlords + mutal or corruptors. It's pretty much end of the game for Terran and Protoss.
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Envy #618
Envy
5/13/2011
@hitman: Yea well, that's how zerg play feels when they are against certain strategies from T and P. The game just got more balanced.
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LucidVision #557
LucidVision
5/13/2011
Please help Hydralisks. Although the Zerg metagame is changing AWAY from Hydralisks, for example baneling/zergling against protoss deathball. It would be great if Zerg actually had the option of using Roach Hydra against Protoss without getting demolished by Colossi. Personally, I think a +1 range to Hydralisk will be enough to help Zerg against 6-gate, and make Hydralisks a little safer from Colossi later game.
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Shrike #138
Shrike
5/13/2011
@LucidVision: The hydra has too much range as it is (coming from a zerg player), which makes them perfect for cannons and the like.
Their real problem is their ineffectiveness towards ground units. They eat stalkers, but anything else toss and terran will completely dominate them.
I feel like a slight damage increase might be necessary, or an armour increase. It will be Bliz's choice. I heard one guy ask for hydra speed increase, but I personallly don't mind expanding creep to shoehorn the map for the hydralisk.
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LucidVision #557
LucidVision
5/13/2011
@Shrike: Sorry this makes no sense at all. Hydralisks need longer range because of the fact that they are meant to be paired with Roaches that are at range 4 and also because they had such low hitpoints and are classified as a light unit so they need to delver DPS without being attacked themselves. Hydralisk DPS is among the best in the game, so damage is NOT the problem. The problem is their limited use in combinations with Roaches, Broodlords vs Protoss Deathball, and their limited use vs Terran as Anti-air. In the protoss case, FF from a 6 gate nullifies Hydralisks and any investment in them becomes a complete waste when Colossi come out. In the terran case, they have limited use as an anti air when you want to protect your broodlords from vikings. The problem in either of these cases is not damage or armor, it is their ability to actually DELIVER their DPS without being completely destroyed. As I see it, the range upgrade is the only thing that will fix this. All other changes do not coincide with how Hydralisks are meant to be used: a long range, anti-air dps dealer.
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HardlyNever #622
HardlyNever
5/13/2011
I like the changes, and they seem to understand a lot of the standard cheesy crap this is going on, especially in pvp.

I'm personally still a little considered that fungal growth is a little TOO all-purpose, but I guess we'll have to wait and see.
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engineer #866
engineer
5/13/2011
I dislike the thor reversion for a simple reason. There are now (once again) 6 terran units that have energy bars, and 3 of these units (banshee, thor, battlecruiser) cannot deplete these energy bars until you research an expensive unit-specific upgrade.

This means that these terran units are often dragging around unusable energy bars like big "kick me" signs for a HT to feedback. It also means that the HT now effectively counters every terran unit except the tank via either storm or feedback. Consequently, every protoss will get HT's in PvT matches, and so every terran will get have to ghosts in every TvP.

I understand that you want to see ghosts more often, but if you set up a situation where ghosts and HT's are *necessary* in the matchup, then all you're doing is shutting down strategic choice -- narrowing the set of strategies available to both the T and the P in the mid-late game.

If you wanted to nerf the strike cannons ability, there are so many other ways to do this. For example:
- start thors with strike cannon cooldown active
- move strike cannon research to fusion core
- remove strike cannon skill entirely
- increase research cost/time
- increase skill cooldown
- decrease stun time and/or damage of strike cannon ability

I like the rest of the changes in the patch, and I agree with your reasoning in general. But I do wish you would reconsider this change (again). At the very least, if the thor is to retain its energy bar achilles heel, then take energy bars off another unit, such as the BC or the banshee.
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SyndromeZed #122
SyndromeZed
5/13/2011
@engineer: As I said above, the change to the Thors has nothing to do with the strike cannon ability. Considering the strategic options Protoss have against a large Thor army are virtually none, this change actually opens things up.
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Apophis #965
Apophis
5/13/2011
@engineer: I found your suggestions about strike cannons interesting and it got me thinking outside of the box. If Blizzard doesn't like any of your suggested remedies, perhaps there could be additional tech paths for Thor. One of which for whatever reason creates a different model That can allow a form of Thor to be massed, it a less powerful version of the original, however this weaker lighter version will not have an energy based weapon. The key to my suggestion is that a so called 'upgrade' is more of an alternative model than an upgrade; creating a type of Thor that doesn't require an energy weapon, but isn't OP in mass. You are not required to upgrade to this type of Thor, but if you are in fear of High Templars you scouted, you can build a less powerful type of Thor that isn't vulnerable to this type of unit. Feel free to tweak my idea in anyway to make it a good idea. It was just something off the top of my head.
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Kingofnee #103
Kingofnee
5/13/2011
"Thor

Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).



We generally haven’t reverted changes in the past, but at the same time, we’re not afraid to revert changes when we feel that we’ve made a mistake. Some rare strategies involve mass numbers of Thors using 250mm Strike Cannons to lock down protoss, leaving them with few options for response. While these situations are rare, and the strategies aren’t necessarily overpowered, there were still a few things we didn’t like.
First, we definitely don’t like seeing Thors en masse. Due to the visual size of the unit, as well as a small pathing radius, Thors can obscure the other units in your army too easily. This can be problematic because it's important to know roughly how many units an opponent has when scouting. We want the Thor to be the type of unit that you add to your main army, and we definitely don’t want them to be the core of your army to the point where you strive to build as many as possible.
Second, we felt counter relationships were turning too heavily. The nature of lockdown abilities in general is that they have the potential to heavily turn the tide of battle against armies that would otherwise counter your units. Most of these abilities, especially for an ability as strong as this one, have to be fairly difficult to bring out and easier to counter. We feel that having the additional counters of EMP/Feedback to the Strike Cannons ability is better so that we don’t get into degenerating situations where the opponent is stuck without recourse."
Well that is great. Now toss actually has an answer to this. However, I just have to ask is it fair for both the Battlecruiser and the Thor to have to have the energy bars before the yamato cannon and 250 cannons are upgraded? Most people use thors and battle cruisers for their pure dps and beefiness. Due to the fact that 250 cannons take so long to fire they just are not used much. Something about having a fully energy bar unit and be forced to get the stupid unit ability as a energy sink doesn't sit right with me.
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Zaphod #126
Zaphod
5/15/2011
@Kingofnee: Interesting idea. That would solve all of the problems David explained with regards to the Thor changes. I never got Strike cannon - now I have to JUST to get rid of the energy vs toss... oO Making the energy bar part of the upgrade would be quite terrific.
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Nerdles #590
Nerdles
5/13/2011
eh, Zerg could've used more I feel, it's great that it doesn't take the entire game to re-root spore crawlers, but we still have really late AA. The infestors just can't win can they either? Get a buff with their fungal ability, but then have speed nerfed. I feel we need a straight up Zerg buff to re-work it so it's on par with Terran and Toss, because at the moment, it's still behind.
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DrNick #401
DrNick
5/13/2011
sal'right