Community Update - July 12

General Discussion
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Hey everyone. We’ve been seeing your feedback on the forums and elsewhere over the past few weeks and wanted to make an effort this week to provide more insight into our thoughts. These thoughts range from less discussed units like the Colossus, to more common topics like Reapers and Mech. In all of this, we’re making an effort to be conservative with making changes in an effort to bring greater stability to promote mastery. With that in mind, let’s discuss these topics.

Reaper

Recently, we’ve been receiving feedback regarding Reapers openings. We have some changes we’d like to test, but before we get to them we want to clarify what our intended role for the Reaper should be. Reapers should be good for scouting, and through tactical use of their KD8 charge be a viable but risky rush opener when made in large quantities. However, in the TvZ matchup we are seeing numerous Reapers being used as a general opener that has a bit too clean of a transition to normal play for Terrans. While this strategy requires a lot of skill to execute perfectly, we think that amassing larger numbers of Reapers is too safe for how much threat they pose.

Currently, we are thinking of the following possible options:
  • Increase the Reaper’s cost to 75 minerals / 50 Vespene gas. This would make it harder for the Reaper user to transition into a normal game after a Reaper rush.
  • Reduce the Reaper’s KD8 Charge damage from 10 to 5. This is a direct nerf to the damage output of Reapers, especially to small and fragile units like Zerglings.
  • Adjusting the Reaper’s Combat Drugs so that it would also not heal if the Reaper recently attacked. This would result in Reapers being more fragile in long running fights with an opponent which could encourage a Reaper user to back off and let them heal to full more often.

We are planning to implement Reaper changes during the period between IEM Season XII – Shanghai and GSL vs. the World.

Terran Mech

Recently at high levels in Korea we have been seeing a relatively new form of mech play appearing in TvZ and performing well. We would like to continue to observe how it continues to play out first before stepping in and making changes here. This includes keeping an eye on its historic predator, the Swarm Host. Currently it has not been as effective in the Korean scene as elsewhere so we are wondering if there are regional differences in meta at play here.

Raven

Mass Raven strategies have shown up infrequently in high level play. However, we believe the playstyle of mass Raven could be problematic for ladder level play. We are currently thinking of increasing its supply count from 2 to 3, which would bring it in line with other tech air units like the Banshee and Viper. This should have limited impact at professional levels of play and when using smaller counts of Ravens, while making mass Raven style easier to counter.

Colossus

In high level play we have not been seeing much Colossus use, even in situations where it seems like the Colossus should be viable. We think this is partially due to the Colossus not having a sharp enough identity, so we want to explore changing the Colossus from a general purpose splash damage unit into an anti-light splash damage unit.

Our current thinking is to change its weapon from doing 12 damage flat to 10 + 5 light.

Ideally this would also make the differences between Protoss’s splash damage options more clear. Disruptors have high burst damage and work especially well vs low mobility units, the Colossus is good for sustained damage vs light enemies, and High Templars are a more general purpose splash damage role.

This change would likely impact the current pro-level PvZ and PvT metas which involves heavy Hydralisk/Zergling and Marine usage respectively. While we want to give Protoss a new option, we don’t want Colossi to be the only build choice so we will have to be careful with this change.

Please feel free to let us know your thoughts on these topics and provide any feedback on the proposed changes.
Yes love it need swarm host nerf though
I'm just gonna sit here and wait for Terran players to complain about the Reaper possible nerfs, even though their like a year late /popcorn
For the reaper, I think the KD8 charge damage reduction is the best choice. The thing I don't like most is that the damage stacks, so while units are in the air they are taking damage from all of the charges. If this cuts that damage in half I think it would be more manageable.
Leave reapers alone. Thats a nerf for one player and one player only: Byun.

everything else looks good. but ffs GIVE ZERG an ANSWER to reapers, IF they NEED one. but don't just nerf the reaper. Getting real fed up with constant terran nerfs.
07/12/2017 03:38 PMPosted by CaptWaffles
Leave reapers alone. Thats a nerf for one player and one player only: Byun.

everything else looks good. but ffs GIVE ZERG an ANSWER to reapers, IF they NEED one. but don't just nerf the reaper. Getting real fed up with constant terran nerfs.


The Reaper needs a nerf. Terran has been the strongest race in Korea for long enough. Reaper nerf and Raven supply nerf are the logical first steps. I don't think anyone rational can dispute this.
(Translation of blizzard updates): "Blah, Blah, Blah See you in another month"!
07/12/2017 03:03 PMPosted by Balance Team
Increase the Reaper’s cost to 75 minerals / 50 Vespene gas. This would make it harder for the Reaper user to transition into a normal game after a Reaper rush.
this change isnt needed. other 2 i agree.

rest changes make sense but maybe carriers and swarm hosts need a change.
sh locusts need a bit more hp with an increased cost. they come out too fast and mech can die, should be a more late game unit.

lurkers need a change. rarely sees any use it pro level.
Great....
I like the direction and focus of these changes please for the love of god go through with the colossi change!
Highly Rated
There is conflicting logic in the explanation of this update.

You are not nerfing Swarmhosts because they are absent from "high level play", even though they are very strong on ladder. In this case, you are balancing the game on high level korean meta.

But you are nerfing ravens because you recognize that they may be OP outside of "high level play", i.e they are very strong on ladder. In this case, you are balancing the game on NA ladder meta.

So do you balance zerg on Korean results and Korean meta, and balance Terran on ladder meta?
I think the health regen nerf to Reapers would be more interesting then the damage or resource change.

It will allow high level players to continue to show off stunning micro, but punish people who are not absolutely top tier perfect at it.
it's a shame they base balance off korea server stats, very very biased.
health regen nerf would be really awesome, cuz zerg would finally be able to do something about reapers with micro.

raven nerf seems good. im a bit afraid about the colossi buff. this could lead to colossi death balls again. ling bane hydra shouldnt be a thing with that buff no more.
The problem I see with colossus in PvZ is that they kind of suck vs units like banelings. Making them do less damage to banelings would hurt even more. Ling's arent to much of a problem as toss has multiple answers to lings, but keeping banes away from an army long enough and killing them with colossus already takes forever and often not fast enough. Sure the disrupter is great vs non mobile units, but when zergs split even those it becomes hard to get value. Why the hydra ling bane style is so strong, as it's the same with storms. But atleast storms can't be dodged right away and at least kill banelings overtime while kiting.

A +light buff may also be a bit too good vs terran marines as well. But worse vs everything else.
Wake me up when SC3 comes out.
Doesn't Blind Roach openers counter mass reapers? Or do they not want Zerg to scout with any Drones at all?

Love the supply change to Ravens though. Their numbers should be limited because it seems as though they are the core army even with Mass Vikings/Battlecruisers

Still want to see a nerf to Warp Prism.
Suggestions -
When the Warp Prism starts moving it slowly gets faster to it's max speed in other words have it accelerate.

MELEE units can only be picked up from afar.

Nerf it's shield back to 40
If everyone thinks the balance is bad then it doesn't mean you're being fair, it means you're doing a bad job.

The community shouldn't hate you.
Make terran great again, stop it. 2 colossus = one shot terran army? srsly? It's balance?
Thank you guys so much for offering an interesting colossus buff! Hopefully this goes through!

Edit: if this does go through, will the colossus sweeping attack be re-designed to look more menacing, or will it remain the same?

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