Community Update - September 12

General Discussion
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Thanks everyone for trying out the changes and providing valuable feedback. We appreciate your thoughts and input!

Protoss
We like the early game strength of Restoration Field, but think that it might be too strong in the middle and late game. We want to identify an ability that is strong in the early game but becomes less effective as the game progressed. Additionally, there were some gameplay concerns regarding Restoration Field. The range on Restoration Field required Pylons to be placed at a certain distance from the Nexus. This felt a bit restrictive and we think it limited the choices or options for defensive positioning. We want to put Restoration Field on the shelf for now, and introduce the Shield Battery structure. Shield Batteries can be built by Probes and will regenerate shields of nearby friendly units. This should allow Protoss players more options for defensive gameplay. You can find more details about this structure on our blog post linked below. Lastly, the Mothership’s Mass Recall was changed to Forward Recall. Forward Recall will not have a cooldown and can be used in combination with the Nexus Mass Recall. The Mothership is a powerful, expensive late game unit and this change should open up more opportunities for the unit.

Zerg
There are some concerns with the Entangle ability. We like the gameplay of using Entangle to allow ground forces to engage enemy air units, but Entangle may be a bit too strong versus massive air units. Even with possible cost or duration changes, we are worried that a targeted stun in this manner doesn’t provide the kind of counterplay that we are looking for. Changing Entangle to be unable to target massive air units is an option, but that may make the anti-air option not viable enough for Zerg players. For the next test, we’d like to try removing Entangle and replacing it with the previously tested Infested Terran spell. The Infested Terrans will continue to spawn faster on creep and they will have their new anti-air weapon Acid Spores. Additionally, Fungal will now affect both ground and air targets and will slow the target’s movement speed by 75% instead of immobilizing them. In order to simplify this version of Fungal Growth, the previous interaction of creep causing immobility is being removed from the spell, but its radius will still be slightly increased compared to the live version. The reduced movement speed at 75% should provide the defending players more opportunities for counter play.

Please visit our blog to see the newly-updated list of changes we are running on the testing matchmaker, and feel free to provide any feedback or suggestions on these changes. Thank you!
Nerf zerg.
TY for cheap Shield Battery but Protoss still needs a shorter unit production time for Gateway.

I understand that with a new Chrono common suggestion to revert Gateway and Warpgate production times is ridiculous, but getting even like 2-3 seconds off would make a noticeable difference in terms of base defense.

Early on getting your unit to last longer doesn't matter if you are simply outnumbered.
The range on Shield Battery is too small to cover a whole mineral line by itself, and I feel the starting energy is too low to provide the "emergency defense" a player may find necessary.
....
Shield Battery does not have hotkey and correct name. Fix plz.
Shorter build time on gateways (not warpgates) would do a lot to help Protoss in the early game and should be looked at as well.
the stalker still gains only +1 attack upgrade buff when against non- armored unit for 3 beta patches

plz give us an exact answer whether it's a bug?
Really? Nothing for Terran?
09/12/2017 07:08 PMPosted by Rebel
Really? Nothing for Terran?


Yup... but I don't blame the balance team for this. A lot if the feedback coming from Terrans is pretty much just whining and complaints, it's not easy for the balance team to exactly pinpoint what needs to be changed when you don't have honest feedback.
09/12/2017 05:01 PMPosted by Balance Team
Zerg
There are some concerns with the Entangle ability. We like the gameplay of using Entangle to allow ground forces to engage enemy air units, but Entangle may be a bit too strong versus massive air units. Even with possible cost or duration changes, we are worried that a targeted stun in this manner doesn’t provide the kind of counterplay that we are looking for. Changing Entangle to be unable to target massive air units is an option, but that may make the anti-air option not viable enough for Zerg players. For the next test, we’d like to try removing Entangle and replacing it with the previously tested Infested Terran spell. The Infested Terrans will continue to spawn faster on creep and they will have their new anti-air weapon Acid Spores. Additionally, Fungal will now affect both ground and air targets and will slow the target’s movement speed by 75% instead of immobilizing them. In order to simplify this version of Fungal Growth, the previous interaction of creep causing immobility is being removed from the spell, but its radius will still be slightly increased compared to the live version. The reduced movement speed at 75% should provide the defending players more opportunities for counter play.


Yeah the entire point of entangle was to help deal with mass carrier/tempest builds so if it can't affect massive units, it should be removed. Although, with a brief duration the zerg would have to be in position to surround a downed air unit making it a high risk/reward spell and do enough burst damage to finish it before it lifts off again.

Allowing fungal growth to hit air and ground but making it a 75% ensnare is actually good. It will allow the affected units to eventually move away, reducing the likelihood of "game-ending" chain fungals.

Infested terrans look strong on paper, but will they ever be able to engage a big air army? With their slow move speed, it seems like air armies will simply move away and wait for them to expire. You would need to combine infested terrans with fungal growth in order to get any anti-air damage out of them. Although it may make infested terrans good at sniping a Nexus in the late game against Skytoss since it will be painful for a skytoss army to defend against. Maybe make their movement speed much faster on creep but still slow off creep like queens and new swarm hosts?
09/12/2017 06:42 PMPosted by ASConviction
Shorter build time on gateways (not warpgates) would do a lot to help Protoss in the early game and should be looked at as well.


I agree, this would allow protoss to get a few more units in the early game to defend against all-ins, rather than relying on mothership core.
Well... nice goals are being made. I´m only concerned about the new battery shield wich is a nerf compared to the shield recovery field. IMHO right now protoss needs a buff not a nerf. With this patch protoss unfortunately will get the end of stick. I mean...stalker change is on the spot but its early defense is still lacking strength.

Maybe a stronger version of battery shield should take place (greater radius and better shield/energy ratio for example).

Last hint is to make force field (sentry ability) targetable with about 300 hitpoints since it has almost no counterplay besides specific units and exchange some power to zealots, like for example an inherent increase of speed from 3.15 to 3.3 without upgrade or even give them +10 shield.

Cheers!
Ty for the feedback Blizz :D , can you guys pls take a look at my "NeoSteel Frame" post, so far people have been up voting the suggestion :D

Link: https://us.battle.net/forums/en/sc2/topic/20758985811
No please don't take away entangle. The infestor finally feels like a complete unit with it. On top of that, zerg finally has a way to counter mass air. Mass air shouldn't be a strategy with no counter options but to go mass air. Thors were changed to be able to heavily counter BL. Why can't zerg have a ground based option to counter mass air? Playing against mass air right now is very dull and not fun. Entangle would finally allow zerg an effective strategy vs air that is consistent. No one likes infested terrans. Please keep entangle because it is what zerg has needed for 7 years.
09/12/2017 05:01 PMPosted by Balance Team
Lastly, the Mothership’s Mass Recall was changed to Forward Recall. Forward Recall will not have a cooldown and can be used in combination with the Nexus Mass Recall. The Mothership is a powerful, expensive late game unit and this change should open up more opportunities for the unit.


Great change :D, i'm really happy that the Mothership is getting some love
i like the idea of sheild battery but i think it should be manually used like in SC1 just to make sure that toss cant stand behind one zealot being overcharged by an auto cast battery
zerg i think it is smart to keep the infested terran as it trully can be an amazing harrass and last minute defensive strategy
also along the side of zerg the addition of ground/air speed reduction by 75% can both assisst with the use of zerg anti air trully some good changes that i cant wait to try out
Maybe they could add the ability to restore shields to the sentry as in the campaign, or slightly increase the zealot base speed, to be better defensively even without the charge upgrade.
What if shield battery was an upgrade to pylons themselves? providing not just a spi field but a recharge like a normal shield battery, either a probe would need to come up to it or a pylon can do it by itself with some associated cost. What do ya think?? :D

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