the first balancing patch is nearly ready for Starcraft.

Zaltana

WHO DAT!!!!!!
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Zaltana
Balance Changes

We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.

Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all match ups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.

i'm glad the reapers are getting a longer build time. reaper rushes are annoying as shit because of that cliff jump. and cannoning up your minerals puts you behind on units. and it not like a smart player cant avoid the cannons anyway. lol

yes ultras are tough to counter on the ground, but i can count on 1 hand how many i've seen used in a PvP game (3 times at most). Tanks seemed just fine to me, they get a ton of firepower by giving up the ability to move. inbound cracklings > tanks in siege mode. I notice they aren't touching void rays. So barring a chrono boost nerf, void ray rushes will likely take over in popularity. you know kids these days. take away one thing they can exploit they'll just move on to another.
 
You see Ultralisks in a Protoss vs Protoss game? :O

And I think tanks are fine, they aren't mobile, they are susceptible to air and most air are very powerful vs ground in SC2, but oh well. Void Rays will prolly be nerfed in the future in all honesty.

As a Terran player I'm sad my units are being rushed :(
 
You see Ultralisks in a Protoss vs Protoss game? :O
you know what i ment FOO!!!!!! /shakes fist.

Blizzard admitted they made the terran race a bit to powerful. And reapers need to be nerfed big time. no other race has a unit that cheap that can cause so much havoc. you can wall off lings, reapers just bounce right into your base as they feel like it.
 
that's why you get stalkers or have a queen :O reapers can be countered, but they do need a slight build time increase, I'd agree to that. Not sure why they're making the bunker time take more.. that doesn't' seem like a big deal.
 
oh everything can be countered. but they pose a unique threat that throws off your usual game. unless you turtle all the time anyway.
 
What's it matter if something throws off your usual gaming? You should be working toward a goal and plan, true, but be ready to account for the unusual :D
 
wow finally!
 
nothing worse than being zealot rushed in the first 5 minutes of the goram game...although that siege tank nerf makes me a sad panda...oh well
 
Terrans still need a nerf, the tank change didn't do much about the fact their T1 units are > most t3 units.
 
QQ

Terrans are fine, l2p :D
 
Terrans still need a nerf, the tank change didn't do much about the fact their T1 units are > most t3 units.

This.

Plz remove stem from marauders, they don't need it.
 
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TerranCraft!!!!!!!!!!
 
So much QQ about Terran. I wonder if you people even know how to pwn them easily :O though I will agree Terran takes the least skill to be decent with, doesn't mean they are OP. I prefer Day9's "don't look at anything as OP or UP and just see what you have and work with it and let the designers decide what is and isn't OP."

Speaking of Day9, Funday Monday next week should be fun :D Terran restriction of no marines, no marauders, and no tanks. This week was Protoss with a carrier rush and not allowed to expand until the carrier is out and rushing. Last week's was Zerg with no queens. Zerg and Protoss ones were surprisingly effective and decent builds, this Terran one I imagine could be ridiculous in win/loss ratio as in a lot more losses than the Zerg or Protoss restrictions he imposed :O but that's ok, it seems fun. I could see reapers with vikings mayhaps and some ghosts if fighting against protoss. Ghosts are ftw :)
 
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Second one

Here are a few of the changes we currently have planned:


* We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

* Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

* The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

* The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

* We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.


We want our avid and talented StarCraft II players to know that we're here, we're listening, and that our intent is to continue making careful and measured approaches to balance based on community and fansite feedback, our numbers and data, watching pro players and tournaments, and our own time on Battle.net playing the game alongside you
 
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