Incoming Patch

Incoming Patch

Postby GoRoN » Fri Aug 27, 2010 3:45 pm

http://us.battle.net/sc2/en/blog/692221#blog

Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.

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 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.

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.

And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!
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Re: Incoming Patch

Postby Incinerate » Fri Aug 27, 2010 5:53 pm

thank god they mentioned editor bug fixes..

i just cant get my hands around any hero experience share filters solutions/workarounds that actually work.
The only solution for it can only work in a map consisting of 2 teams. "such as dota" Complete fail.
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Re: Incoming Patch

Postby DeathMasta » Fri Aug 27, 2010 6:32 pm

Most important thing is chat channels.
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Re: Incoming Patch

Postby ChimeraOfWind » Fri Aug 27, 2010 7:37 pm

now I can turn sc2 on and afk in chat channels

fuckin' pro

CLAN ROFO OK?
Come young believer

Roll the die
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Re: Incoming Patch

Postby DeathMasta » Fri Aug 27, 2010 9:00 pm

ChimeraOfWind wrote:now I can turn sc2 on and afk in chat channels

fuckin' pro

CLAN ROFO OK?


caln rofo
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Re: Incoming Patch

Postby Giantkrow » Fri Aug 27, 2010 11:11 pm

clam toog imo
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Re: Incoming Patch

Postby GoRoN » Sat Aug 28, 2010 1:50 pm

no thoughts on the balance changes?

as a protoss player i'm not too happy about the zealot change, but i can see why its being changed
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Re: Incoming Patch

Postby DeathMasta » Sat Aug 28, 2010 3:27 pm

GoRoN wrote:no thoughts on the balance changes?

as a protoss player i'm not too happy about the zealot change, but i can see why its being changed


I'm a Terran player and I'm happy about the changes haha. BC nerf is meh though.
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Re: Incoming Patch

Postby GoRoN » Sat Aug 28, 2010 3:55 pm

i feel like the zealot nerf is going to make toss more susceptible to marauder pushes early

even though zealots can't really kill marauders, they are more useful than stalkers in buying time for the toss to get their immortals and shit out. stalkers just get rolled
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Re: Incoming Patch

Postby Giantkrow » Sat Aug 28, 2010 7:23 pm

Stalkers + Sentry are sorta required against Marauders, otherwise you get kited to death by slows.
Zealot nerf makes sense though. They're ridiculous when you 4-gate rush on an opponent.

Also, change to tanks should help Zerg a bit more since they're mostly light armor.
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Re: Incoming Patch

Postby SuperLoser » Tue Aug 31, 2010 2:41 pm

BC nerf is dumb, but I've seen all sorts of accounts of BCs totally wrecking Z late game.

Tank nerf makes me kind of sad, though I guess it was inevitable.

Reaper nerf is kind of inevitable too, though I think of them as a gimmick unit like Steam Tanks.

Zealot nerf is weird, but I don't know how that will affect me.

Ultralisk changes are also weird, but being able to cleave nearby buildings instead of just hitting one building at a time sounds awesome.

On the other hand, no nerfs for Marauders or inf Tech Lab upgrades! That was slightly infuriating, Blizz really likes mass inf for some reason.
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Re: Incoming Patch

Postby DeathMasta » Tue Aug 31, 2010 3:02 pm

SuperLoser wrote:BC nerf is dumb, but I've seen all sorts of accounts of BCs totally wrecking Z late game.

Tank nerf makes me kind of sad, though I guess it was inevitable.

Reaper nerf is kind of inevitable too, though I think of them as a gimmick unit like Steam Tanks.

Zealot nerf is weird, but I don't know how that will affect me.

Ultralisk changes are also weird, but being able to cleave nearby buildings instead of just hitting one building at a time sounds awesome.

On the other hand, no nerfs for Marauders or inf Tech Lab upgrades! That was slightly infuriating, Blizz really likes mass inf for some reason.


MMM still imba.
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Re: Incoming Patch

Postby GoRoN » Tue Aug 31, 2010 7:58 pm

ehh i dont think MMM is what makes terran the best race atm

its certainly good, but its manageable
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Re: Incoming Patch

Postby Kuroikaze » Wed Sep 01, 2010 4:49 pm

MMM is pretty imba vs zerg.
The only counter they have for that is infestors and ultras, which are tier 3, or beating them before they get buff with fast banelings.


Protoss have colossi and stalker/zealots with support sentries. they rape bio balls pretty easily.

This nerf is a goo thing for zerg. It takes so much work to do well with zerg at the moment compared to other races.
I'm sure further changes will be made too, when new imbalances are found.
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Re: Incoming Patch

Postby GoRoN » Wed Sep 01, 2010 5:27 pm

first off, what nerf are you talking about since MMM has not been nerfed yet?

second, infestors are tier 2 not tier 3

i'm not saying the tvz matchup is balanced, because its not, but MMM isn't the reason zerg is at a disadvantage. reapers just shut down the zerg player while the terran is able to do anything else he wants, in addition to being nearly immune to any zerg early game options

also, effort involved does not have anything to do with balance.
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