Hey guys sorry for not updating for a few days, i was in the hospital because i was hit by a car outside my local safeway.
Anyway Starcraft 2 patch coming mid September and i honestly cant wait!
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.
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.
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.
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 matchups. 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.
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. "
Thoughts on Protoss changes
This is great news for me being a zerg player, with the zealot change i wont have to worry about being zealot rushed when i only have a few zerglings seeing how zealots demolish zerglings. I also think that chrono boost should be nerfed a tad maybe only be 25% rather then 50 sounds like a good change to me. Other then that i think Protoss are in a good place right now.
Thoughts on Terran changes
The reaper change is also a great thing to hear as a zerg player, because even with winged zerglings (speed tech) its hard to catch and kill well microed reapers early on in the game. The bunker change in my mind was not needed, its really not that problematic for a Zerg player. The siege tank nerf is GREAT news for zerg players, with them doing only 35 damage to light units if you tech armor early it would take two shots from a tank to kill a zergling and it would take 3-4 for them to kill hydras, I feel the tank nerf was well needed. The BC nerf was not needed if anything they needed a small buff.
Thought on Zerg changes
The Ultralisk change is not much of a Nerf, its a pretty decent buff if you happen to get a nydus worm into someones base because the ultras can kill bases a lot quicker now.
This patch will also bring chat rooms into the picture.