Community Update – January 12, 2018

General Discussion
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We hope you all had a nice holiday season and have been enjoying the exciting matches happening at WCS, GSL, WESG and IEM. Though we issued a patch just recently, we’d like to take quick action on a few things based on what we’ve been observing in the live game and hearing in the forums.

Our currently goal is to push the next balance update live on January 29—but that is subject to change. Since this update is scheduled right before a number of key esports events for StarCraft II, we’re also planning to release a balance update mod prior to the patch going live so pro players have more time to practice.

Terran

Ghost
We wanted to test out switching the upgrade built into the Ghost to see if we could create new tactical possibilities. This hasn’t really worked out the way we’d hoped it would so we’re going to revert the change entirely. Ghosts will have to research Cloak at the Ghost Academy, and will start with 75 energy instead of 50. We believe the extra energy for EMP could have a greater impact, especially at high levels of play, compared to Cloak timings.

Raven
The Raven currently functions purely in a support role, which is a difficult one for an expensive detector/caster combination to fulfil in the early game. We think the issue is that since Terran players only have a small window of time in the early game to attach a Tech Lab to their first Starport, they often just choose to attach a Reactor instead—so they can easily mass produce Vikings, Medivacs and/or Liberators for midgame fights. Starport Tech Lab units have to provide more immediate value to justify both their cost and the trade-off of attaching a Tech Lab instead of a Reactor. Right now, the Raven is simply too much of an investment for the benefit it provides in the early game. We propose bringing back the Auto-Turret. Prior to our November update, we saw that players can use an early game Raven to harass and then transition it into more of a support/detection role. This adaptability helps offset its high cost and gives Terran players more ways to make their opening moves in a game. Auto-Turret would replace the current Repair Drone.

We’re also looking at improving Interference Matrix and Anti-Armor Missile. For the Interference Matrix, we’re testing out an increase in duration to 10 seconds. We think the current 6 seconds might be too low for a single-target disable. The Anti-Armor Missile, meanwhile, is difficult to land effectively, which often makes it too risky a purchase given how expensive it is. We’re testing a number of changes, which include: reducing its energy cost to 75; increasing its blast radius; and eliminating its startup phase, allowing the missile to start moving towards its target as soon as it’s executed.

Zerg

Hydralisk
Hydralisks currently act as a powerful midgame unit against Terran and Protoss. When fully upgraded, they can help secure a late-game transition for Zerg players, or a quick victory if the opponent is unprepared. We feel that this is a good role for them, but their upgrades can come online too quickly. We’re trying to make it a little more “costly” to upgrade Hydralisks by once again splitting Muscular Augments into two separate upgrades. The cost of each upgrade will be 100 Minerals, 100 Vespene Gas, and the research time will be 71 seconds, which doubles the time it takes to fully upgrade Hydralisks.

Viper
There is currently a bug in the game that causes Parasitic Bomb to deal damage instantly upon impact, rather than after a 0.7 second cooldown as we intended. We’re fixing this, which means the ability is getting a slight nerf.

Protoss

Stalker
Similar to the change to Hydralisks, we wanted to focus on Protoss’s midgame power. Stalkers are quite powerful at sniping units right now, which makes them a bit too capable of eliminating all early-game threats. This can give Protoss a powerful advantage in the mid and late-game. The buff also resulted in Stalkers overlapping more with Adepts for the early game anti-light unit role. We want to go with our previously mentioned change of bringing Stalker damage to 13 (+5 Armored) and decreasing their attack period to 1.34. The change in damage would make Stalkers (with zero upgrades) able to kill a Marine with four shots, while the increase in attack speed would allow Stalkers to dispatch Zerglings more quickly. The damage change also means that upgrades will have +1 to base damage and +1 to armored, instead of +2 to base damage. As a result, Stalkers will scale less favorably against light targets but still scale better versus armored than they did prior to the November design patch.

Recall
We wanted to add an additional 0.7 seconds of delay for the Mothership and the Nexus when these units warp in before players can command them. This will bring the overall time that units spend unable to take actions closer to pre-4.0 Recall timing, giving opponents a bit more time to react to incoming Protoss reinforcements.

Disruptor
In the last patch, we tried to address the fact that Disruptor drops were hard to deal with both because it killed workers too efficiently, and because ground units couldn’t pursue a Warp Prism when facing the threat of an instant Purification Nova. The delay we added seems to be weakening Disruptors too much, however, so we’re looking into various ways to address this issue.

Lastly, we saw a post on Team Liquid which proposed some adjustments to the Adept and Disruptor units to make them easier to manage and control. We think changes like this could be positive, so we want to try them out. Currently, Disruptors do not display range indicators unless you have a single one selected and are actively targeting with the Purification Nova ability. This can make it difficult to calculate the Purification Nova’s range. We want to try displaying the range indicator for all Disruptors while they’re selected to make it easier for players to calculate maximum distance for Purification Nova. As for Adepts, the fact that they stop moving after using the Psionic Transfer ability means their controls are a bit unclear. We want to try and change the Adept so that it will continue with its last issued command instead of simply stopping.

We understand this is a significant list of changes, so we’ll get out a balance test extension mod prior to the patch going live for pro players to practice on. Thanks for your continued feedback, and please let us know your thoughts on the proposed changes!
Highly Rated
Entirely reasonable set of changes. Hopefully we can start testing them out right away before IEM, GSL, and WCS are in full swing.
YES ! Thanks Blizzard, I love you <3
I think lots of Terran players will be glad about the raven change so far, and as a protoss, I don't rly have a problem with this ability coming back.
Personally, really not a fan of the stalker change but we shall see how the changes affect the gameplay later i guess.
Hydra change is pretty interesting as well, delaying certain hydra mid game timings while still keeping its value im the late game and making the upgrade feels like a more strategic upgrade according to situations that can happen in mid game. Very good change
And thank you for the disruptor and adept change, a pretty fun buff in how the units work :)
So in 4.0 we had buffed stalker and buffed disruptor, right now we have dirsuptor, which will be not used anymore, coz it doesnt kill anything and soon stalkers will be worse then before 4.0, everything getting back to normal, tempest with his range and supply and promises about super anti-assault unit is waving to DK. Not sure about hydra change, coz if zergs want to all-in, he might just make 2 hydra dens (it has price of 3-4 hydras), ravens? even if you make matrix 15 seconds, terrans will not build them, coz they need to make "god split and crazy micro", that why they whine about storms... so how would they use raven?
Seems to be hitting all the right points. Not sure how PvZ will be affected cause I don't play that matchup but other than that great job!
All of these look like good changes. Nice job, Balance Team, keep it going!
The changes for the Hydra were long overdue, addressing the stalker issue is fantastic.

Terran changes seem reasonable, i cannot remember the last time i built a raven since the patch came out. Not sure about the auto turret coming back, but hopefully you guys figure something out.

Overall seems like a good set of changes.
were is the droplord nerf?
and were is the hp nerf for Hydras?
01/12/2018 11:37 AMPosted by Balance Team
Lastly, we saw a post on Team Liquid which proposed some adjustments to the Adept and Disruptor units to make them easier to manage and control. We think changes like this could be positive, so we want to try them out. Currently, Disruptors do not display range indicators unless you have a single one selected and are actively targeting with the Purification Nova ability. This can make it difficult to calculate the Purification Nova’s range. We want to try displaying the range indicator for all Disruptors while they’re selected to make it easier for players to calculate maximum distance for Purification Nova. As for Adepts, the fact that they stop moving after using the Psionic Transfer ability means their controls are a bit unclear. We want to try and change the Adept so that it will continue with its last issued command instead of simply stopping.

Those would be great QOL changes :)
Thanks!
Would be nice to have mutas playable especially if youre bringing back auto turret which essentially just means zergs will have to defend an auto turret in each mineral line throughout the entire game because it's not possible to play mutas vs thors. This feels really bad.

Splitting hydra upgrade seems reasonable.

Furthermore, It's super obvious to most people that the warp prism pickup range combined with the speed is insane, and thats why disruptor drops were too powerful in the past. Reverting warm prism pick-up range would be a good change ( Why was it given such a range to begin with?)
awesome changes! Thanks David
You should consider making the marauder shoot 1 shot again rather than 2. These changes are a step in the right direction but they will not address the core issues.
Ghost - good

Stalker - don't care (please nerf cyclones as well, one can dream)

Hydra - good

Disruptors - good but they will still suck !@#

Recall - ok, don't care

Viper - good

Raven - please no, Raven shift-click harass is stupid. It will still be unused in late game because it doesn't contribute enough.

Looking at the widow mine again might be good. Still to easy to do game ending damage while being $%^-tier in the mid game.
All the proposed changes make sense. I think the new balance team is doing a really good job.
Actually, having autoturret on Raven is absolutly amazing news. It gives more playability Raven needed. You can build at least 2 for harass and you will have them to disable enemy casters or army upgrades.
+1 on this change.
01/12/2018 11:37 AMPosted by Balance Team
ViperThere is currently a bug in the game that causes Parasitic Bomb to deal damage instantly upon impact, rather than after a 1 second cooldown as we intended. We’re fixing this, which means the ability is getting a slight nerf.


Does that bug affect all parasitic bomb, a majority or just rarely ?

Good changes overall gj

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