@@husman2368 ehh ultra got buffed ish in unit pathing no longer sucks, but ultras still suck, hydras got nerfed, queens got nerfed which makes early game zerg hard vs reaper and oracle harass, plus slower spread and less larvae in the early game. Brood buff was nice, they might get to make an extra attack before dying, but broods still are mid. infestor buff for the least used infester ability in the game. like do they expect pro zergs to use more spores and spines in the early game to replace queens? such a waste of drones.
@@Stardash81 move for what? spores have reduced 100 hp meaning it can easily be destroyed at mid and late game 😂. It's only useful in the beginning at the cost of 1 drone. Queens become unaffordable to defend from oracle and terran air units, especially from liberators' harrassment. 56% range upgrade is huge from 5 to 6.25, not to mention shorter time to siege. It is a joke Terran council. 😊
Can't salvage damaged buildings That alone is actually big against turtling, IDK why everyone decided to just ignore that one point The problem is that they didn't nerf Changeling and Snipe, and should've made the new Toss ability a one-time expanding wave with AoE giving all casters 50 mana instantly Not some kind of a single-target caster babysit
When are they going to nerf the EMP? Set a cap on the effect. Let it remove shields/energy by 200-300 (still a huge amount) split over the hit units. It seems crazy that it can effectively do more damage than a disruptor, instantaneously. Also, ghost should be 3 supply.
@@sebastienguanzon4978 That actually sound really good and fun, now it Is a skill based spell, and is not as oppressive as it currently is. Maybe a hidden timer where a unit takes less damage from an EMP after already tanking 1 EMP would be nice to avoid spamming
I believe the council is considering a small buff to marines, now they can research EMP 350/350, sure a little hard on the cost, but is necessary to be balanced. Also protoss is a little bit too strong, so colossus are now melee and can only shot air, but hey the augment is still researchable, so all good. Enjoy!
Harstem just streamed a game where he hit like four marauders with a disruptor shot, but because colossus and stalkers are pathetic, most of it stayed alive thanks to medivacs and the Terran traded evenly in a fight they should have lost previously. Harstem had 24 supply of basically junk but because other splash does less than tickling against marauders it has to be used anyways.
I've said this before I'll say it again. Protoss as a whole is built around expensive units that utilize regenetive shields and spellcasters. Terran has a SINGLE unit that negates both of these, and the spell itself is AoE. This is so ridiculous it's insane. Ghosts should do either/or, but not both
@@gdobrocsi plus they're way too tanky for what they are. They already have cloak, why do they have to be tanky too when it's so hard to get detection over them? I still don't understand why they're not a light unit.
I don't think anyone built motherships to kill units. Tickling 4 units rather than one before getting -400 -400'd is largely irrelevant. In fact it is a nerf as you lose 100 gas more once you lose it. Couldn't they simply make it un-yoink'able for the increased cost instead? Or something else that would increase its survivability like immunity to EMP? Or a brief fraction of a second of damage immunity once it loses its shield. Anything at all to make it survive at least a moment longer.
Basically i don't understand 8 supply if you can have 1 anyway, basically change supply to zero at least, late game toss is weak anyway nowadays, turret Rush is what wins half of the toss games on ladder
It's cool the Terran balance council got to make a patch! I'm excited for when the Zerg and Protoss balance councils will get to make patches. ...that's gonna happen, right? Edit: I love stirring up the drama in a game I don't even play :3
@@rhildor1 They may not need help but they do need significant changes. And, there 9 Terrans in the group stages at EWC. Next highest was Z at 4, P at 3, and even after four were knocked out just in Group B in TvTs primarily, they still had enough seeded Terrans that they still had double the players in the knockouts (8) over every other race. Zerg isnt remotely the dominant race.
Emp needs to be removed or reworked. IMHO it should leave a field that disables phonic units and drains shields over time. Like 30 shields per second. It shouldn’t be able to drain energy. I also don’t think snipe should exist. Thin it is strong enough without 1 shorting all bio units. Let it be anti caster and you only buy a couple of them.
@@Ivhen Yes, toss has the triple ammount of buttons to press and they got gutted anyway. Let terran actually have a cost if they want to deny a race's entire fucking defense.
@@christopherneedham9584 Or another idea, have the EMP disable the shields instantly, but temporarily. Sort of like the dorito dust, where for 6-10 seconds the shields don't exist. I still think it needs the instant energy removal, otherwise zerg spellcasters would run rampant (and i say this a s a zerg)
Funny story with the liberator advanced ballistics change, it's effectively a range nerf of 0.75 if we consider the change in radius of 5 to 6.25. I think the radius change is ridiculous. Just remove advanced ballistics.
Yes and no. The important part is still that the liberator doesn't bend the map making around it. The bigger radius still requires it to closer to the walkable terrain and by proxy possible to kill
@@Joppsta360 Instead of increasing the radius, they should just decrease the range for advanced ballistic, removing it seems a bit of an overkill. At the same time why the hell do they believe it is a good idea to further decrease the siege and unsiege time, I don't get it. If you combine both, it just removed the mapmaking restriction but overall buffed libs
@@nickwatson7164 his math is correct, the extra range was 2 which let you place the center of the circle 2 further for a total of 2 plus the radius which would be a total distance of 7. Now the center is back by 2 by the radius goes from 5 to 6.25 for a total of 6.25
Hello yes I would like to formally apply to join the SC2 balance council, for my first change I would give ghosts that nuke from CoD that instantly wins the game for whoever calls it in. Next I would make it so that selecting Protoss caps your framerate at 1fps, and if you manage to win a game in spite of that, SC2 will automatically uninstall itself. I believe this will be the end result after the next few patches anyway, and so my balance direction would be to skip the middle man, taking SC2 straight to that point in one patch.
@@Stardash81 EMP has a .3 second cast time and feedback is instant, but HT's are apparently unusable because of ghosts, this is the Protoss brain in action.
@@TheLOMTONG EMP has longer range compared to feedback (10 range+radius), wipes energy, delete half of your units' HP, and is AOE. Don't forget that ghosts can also cloak, snipe, nuke, auto attack pretty hard, and is pretty tacky.
In the ptr, the hatchery rally point is bugged / not working as it should. Zerg has two rally points for their hatcheries, one for workers and one for army since the hatchery is all of zerg production. The ptr rallies the army to minerals while leaving the worker rally point alone. Hopefully this will get fixed before added to the main game.
@@TheGuyCalledX RIP Z because the those buffs don't even matter against T. Drops are not be affected by spore crawlers, while the ultra and brood lord buffs don't change the fact that they get instantly deleted by ghosts. Meanwhile hellions need -1 attack to kill a stack of drones.
@@magnumxlpi Its not. At least if it was, we'd at least have a scapegoat for our ire (FOR AUIR!!!!) but its not. It is supposedly one person or one company driving the idea to have a balance council like this, i believe ESL.
Hay man do what you can to prevent that garbage patch, this patch will cost at least 10% of the player base SC2 simply can't afford. As for the PVZ being toss favoured if you look at the win / loss rate on all pro games over the last year you will see its very heavy in favour of Zerg.
Blue flame for hellions gave +10 bonus damage in WoL. They nerfed it to +5 cause +10 was OP. And now they buff it again almost to the starting point (+9 instead of +10). Makes sense...
'The first goal is to nerf defensive and camping playstyles for all races' So terran now can instantly heal the depot+add 100hp on top, salvage all useless static defence and a single thor in mineral line should be able to defend most of the air. I know that turtle mech is not a viable strat on high level, but for lower leagues this seems to be completely opposite of what they're trying to do
Really disappointed that the ghost snipe didn’t get a Nerf. EMP could probably use it as well, but just watching zergs at the pro level, be completely unable to build any late game units because they all get sniped just sucks to watch.
The second paragraph in the patch notes: "We feel that the previous 5.0.13 patch has mostly achieved its goals, slightly helping Protoss players in early and midgame against Terrans." This patch they remove battery from the game. Nice
Part of the problem here is that the majority of the balance council is cloaked in shadows. There's no dialog with the community as a whole. As one of the few front facing members of the council, I applaud your transparency and courage. I sincerely mean that. I also sincerely mean it when I say you're doing a shit job advocating for toss. Lol. We keep getting promised a buff and instead we get an omega nerf but cool lasers on the ms and a slightly better sentry.
As a Protoss, yeah, it’s actually frustrating to play as Terran. They’re just better than Protoss in every single way. Their armies are stronger, their defensive capabilities are vastly greater (and will be even better after this), their offensive capabilities are vastly greater, their harassment capabilities are literally just incomparable to Protoss’, their economy is better, their infrastructure is better (it takes 10 decades to transition as Protoss), their micro is FAR simpler (Almost every Protoss unit has a mid-ahh ability that needs to be juggled to be even on par with siege + stim), their expensive units don’t just get sniped and die instantly… I really can’t think of a single area in which Protoss is better than Terran *now*, let alone after this patch.
22:50 If I understand this correctly, range is only reduced by 0.75 (while the casting range is smaller, the extra radius covers 1.25 of the lost 2), it might also be harder to blink under them because of the extra radius.
They are much more vulnerable to tempests and corruptors now but they are a bit more punishing to push into while massed. Harassing ones are far easier to deal with now though.
@@martinkrauser4029Well the current balance council despite their wise years of playing the game has let’s say a year of balancing experience, the majority of the experience was of course sitting behind a screen getting smashed in by every “imba” thing the other race had. Still though, comparing a rotten apple to a rotten orange.
Still subscribed to this account after so many years. Good to see you doing well Harstem. I still watch the original Home Story Cup footage just to relive those days. I remember thinking "I would do anything to be there right now". Cheers brudda!!
a few things zerg and protoss players have to do build detection protect workers gain map control build top tier units control multiple spellcasters control groups set up fights/surrounds build counters to the enemy units stay up a base scout manually target their skills have cooldowns fight with inferior units that cost more
This seems odd. I am under the impression that the community consensus is that P is a bit underpowered at the highest level, but apart from the Tempest this seems like some pretty hard nerfs and the "buffs" seem very low-impact.
I remember, in SC1 and BW, Protoss Carriers were scary because interceptors hit fast and hard. In SC2, Interceptors are slow and week, so Carriers are not scary, they're expensive bee hives that are fun to pop. Interceptors need buffs for damage and movement speed to make Carriers scary again.
Honestly, I don't know how they expect to change the meta from turtling to being active on the map if to achieve this you need to gain something by being on the map. As a Zerg, how do you break a Terran turtle with 10 Planetaries, 10 Ghosts, and 10 Tanks? I have to throw away 30% of my army on Planetaries first and then try to do something with the rest. You can't imagine changing the meta if you do nothing to eliminate turtle play. There's a reason the game designers made the Brood Lord with such range-to make camping impossible and force you to come out and defend yourself. They should separate the three races by adding extra damage against Protoss so when you want to balance ZvP, you change the damage of Zerg against Protoss and not Zerg against everything or vice versa. Additionally, they should create a cycle of hard counters that makes you constantly change your composition. You can't have to wait for Brood Lords or Hive as Zerg to be able to trade similarly to certain compositions. For example, Mech is extremely strong in all leagues below professional and requires a very low level of APM to use. Expecting a new player to take the whole map, get Infestors with Neural Parasite, and wait for the move out to fight is crazy, but very crazy.
I am switching to tarren as well, I mainly play zerg and protoss. Feeling good to know that I will crush zerg and protoss in every single game, its a no brainer, every player should do the same thing, even Sarral should switch too.
00:16:34 loved watching the Captain start calm with Sensor tower, then shift into complete unbridled rage as he stews on the subject LMAO So true though, what a joke of a building in a game of map control and risk/reward EDIT: The rage at Mech players at 00:20:10 is hilarious, too
Great take on the overall game design: More emphasis on distinct, expressive core units that develop and remain relevant throughout the game, combined with interesting, high-impact support units -- Less power to defensive structures and amassable tier-3 capital ships. I'm also in favor of more active gameplay styles overall and support Protoss in their desire to see more representation in major tournaments while I myself see fewer of them on the ladder camping to mass air. As long as the balance council pursues this direction, I have confidence the specifics will work out.
Anyone else notice that the captain said they do not like when static defense is used instead of army for the protoss and terran, but then when talking about the zerg queen and spine/spore changes he is happy that zerg are moving to static defense??? Also, how does buffing static defense, both for the terrans and zerg, help with reducing camping game play, isn't that all static does?
To address your last point, as ong as static defense is efficeny only limited engagements, you can more safely be active away from your base without ghe sttic defense being the crutch for ALL of your defending. I guess
The BL is 1 of only 2 ways Z has to break turtles. The other one is SHs. Right now both units are pretty weak, which enables T, P and even Z players to just not have to care about moving out and can just sit and max out with late game units over 20 minutes and at most send 2000 worth of minerals as harass in that time. Both the BL and SH are symptoms of slow, noninteractive games forced by Z's opponents. If you attack without them, you have no escape plan, unlike T/P units that can poke in various areas. Runbys don't do anything because of cannons and PFs. Mutas are more of a coinflip than disruptors and cost way more to be useful. Nydus is prevented by player's looking at their minimap. If Z doesn't get a major rework then either the BL or SH cannot receive substantial nerfs and have to stay competitive due to this turtle meta that's pervasive across all MMRs.
To help the overcharge, it may be good to compensate by increasing shield battery regen slightly and decreasing the energy cost slightly to regen. It would be a more general buff that would go nice with the extra health and shields to the shield battery
17:38 I kind of disagree with this take a little bit, considering Zerg still has the most overall map vision, if you factor in early overlords, generally quick and cheap units, and then mid to late game creep …. and Protoss has optional observers and the fastest air unit in the game, which can also be hallucinated so there are two routes to it, as well as the literal ability to tag armies with vision. Just saying, I don’t understand why we hate the tower so much when Zerg basically gets a lot of scouting for “free” because in addition to vision, their units get buffed.
i think the thing that is kinda awkward and always have been awkward for protoss to deal with is marauders and roaches, zerg can mass roaches and deal with stalkers and terran can mass marauders to deal with stalkers and both are incredibly effective at dealing with gateway units just in general which forces the protoss to make immortals but that's where it gets awkward, it takes quite some time to get immortals in sufficient numbers or otherwise it's likely they will just get focused and killed off, and even if the protoss makes immortals the enemy can make their basic unit to directly counter it which is a lot less of a commitment and less difficult to do, but protoss at that point has to consider getting some splash damage to deal with the follow up of that of the influx of basic low health high dps units as zealots won't be enough which is why archons and high templars and colossi is the next step in the chain. and it kinda always devolves into this because oracles and sentries are not enough to deal with either marauders or roaches or lings or marines to the point where the gateway army can go toe to toe with it, so it always devolves into immortals and splash damage until the enemy gets something that just makes that too difficult to use like lurkers and ghosts and vipers and infestors and vikings and at that point protoss only course of action is hail mary attempts, massing tempests, carriers or dark templars simply because oracles and sentries aren't good enough. in essence the sentry and the oracle is just worse arbiters that don't hold up and the gateway units can't hold their own against tier 1 units.
17:22 I feel like the sensor tower being used is more of a recent development. It always felt to me like it was a meme building in most of WOL and HOTS. I don't remember it ever being built
if you want disruptor to do slightly more, just make it have an inner radius where it did the old damage or even more, and the new damage for the outside radius.
I don’t know how anyone could think that the supply depot drop is a good thing, especially with their stated goal. Seems like only Protoss has to deal with frustrating strategies being a problem. How frustrating will it be for a Terran to just drop an extra 500 health instantly on a building and ruin your long/bane bust or zealot harass?
If they remove the battery overload why not lower the insane cost of zealots and stalkers that without the dedicated power ups are useless? How where should we repel the early push of marines / marauder / roach? Throwing bananas? And then the fact that the deposits can be repaired on the fly means that you can't immediately go and punish the terrans who fail cheese or early push by immediately closing the game (which was already difficult before thanks to the mines and mass scv repair) And all this would be balanced?
Would a 50% increase in Sentry range be too insane? This way, they would be more in the back, while proving the guardian shield. Even if you currently use them, they just die quickly being in front
3:24 gonna say it here but depending on how long it takes to charge up to use, you could theoretically use it to charge a unit’s energy right after it was built before pushing
I really love the energy overcharge idea. It brings more variety with the energy of the units, and more creatiity and theorycrafting is involved. As a chill diamond player, sentries, oracles and hts are my favourite units and It feels sad that you have to make alot of them to really play with their abilities, but then often get rekt by pure strenght and immediate power before having a bit of fun. Also people complain about ghosts alot, but the energy overcharge can actually help in some situations and makes Terran a bit more skilled to play by having to pay attention to a potential single full energy unit, rather than simply EMP any pack of protoss units. Honestly I'm very hyped by this change, but I might be biaised by my playstyle.
I had a similar sentiment while reading the patch notes: just overhaul the Protoss and make it centered around HT. The only thing I am afraid of is, I have not enough fingers and control groups, Im not a spiderman.
The change doesn’t make Terran more skill-based, it allows for *slightly* greater skill expression. 99% of the time, you’re losing that energy and I doubt the Terran even noticed how much energy your spellcaster had. The new ability could be cool, but it doesn’t make up for the tremendous power loss in removing battery overcharge, and that power wasn’t distributed anywhere else. Aside from the Tempest, literally everything was a nerf.
If you really want to fix Zerg's early power problem without having to rely on queens, make the Hydra den available after pool, but keep all the Hydra upgrades on Lair tech.
Disruptors should have a siege mode that makes the novas more impactful, while also making them more vulnerable. Maybe the ball should increase it speed or size the farther it goes while making the damage a little weaker...
Seems like IQ issues are still in place. A 6 queen opener will cost 150 minerals more on queens, and the 2 hatches will cost 50 less, meaning a 6 queen opener would be 100 minerals more cost. Which, BTW, are 2 drones oracles has to kill less for the game to be even on the highest level. Seems like you subtracted 25 minerals for the initial hatchery, which doesn't get built, so no need to substract minerals for it, despite the lesser cost.
How about increasing HT starting energy back to 75? Infestor has 75 starting energy - Fungal costs 75 energy. Ghost has 75 starting energy - EMP costs 75 energy.
Protoss sucked for 5+ years, let's remove it only good defensive tool, sounds like a plan. For this thing to be balanced you need probes to be built for free and cost no supply. Also let's nerf the only good protoss unit in disruptor. For this carriers also shouldn't require fleet beacon.
I can’t wait for my 400/400 mothership to be yoinked and killed in 2 seconds. As long as they can be yoinked by vipers motherships are completely unviable
For the Zerg Queens... i think the main reason you see mass Queen is that Zerg really doesn't have alternatives more so than Queens beeing OP. They're good, but like... what else does Zerg have against any air units early on, especially Protoss. For a major nerf on the Queen it would need some big change in Zergs early game as well, maybe a new unit or smth.
The really pathetic thing about the liberator """""nerf""""" is that the area buff directly compensates for the range nerf. They act as if it's 2 units shorter range, but it's actually only .75 shorter, because the circle will reach further. This means we may still see liberators unkillably far away from mineral lines that they're actively shelling. Basically they pretend it's much weaker in one way to compensate for it becoming much stronger in another, except in reality it's only *slightly* weaker. So it's overall a huge buff instead of a sidegrade. And the balance people were either dumb enough not to notice this, or hoping no one would notice. They're either incompetent or terran biased.
I feel like they should take out the sensor tower and add a feature for the raven that lets it place an invisible observer the doesn’t move for 50 energy. Ghost need a health decrease to balance it out
Interesting that they address the "camping playstyle" finally. i did quit playing myself in WoL cause every high rated TvT ended in tank/viking with mit 100 turrets and sensortowers all over the map and no one wanting to do a move. I think we should straightup nerf all stationary defenses to the ground
feels like 100 is too little compared to the old battery overcharge even with the flexibility but the balance council is probably afraid of it being used for offensive use. Maybe they can somehow implement "temporary" energy? 50 temp energy on the unit that's lost after X seconds or maybe it should also repair the unit's shields (or even base hp)
Shield battery is frustrating to play against so you remove it?!? Ghosts are frustrating too. You gonna remove those? Thought not. I can only imagine the counsel is being paid by other games to sabotage SC2.
The people on this council also work directly on several competitors to StarCraft 2, such as Stormgate and others. I think the conflict of interests is starting to show.
its fun to hear Harstem tell us about how bulky and powerful the planetary and static defenses are..... they fucking melt in two seconds, you cand defend shit with them, if nothing, they needed a BUFFFF, its incredibly annoying to watch people constantly have to move the army back to defend even the smallest of runbys... fuck it... just make the whole game a massive base rush trade... thats gona be fun .. and he wants the sensor tower removed, you know the only fucking thing that actually helps a little. God forbid, 2 armies would meet eachother in combat, lets just have sneaky drops and runbys the whole time.
The Queen nerfs are ridiculous. Instead of addressing the fact that Zerg only has the Queen to deal with Reapers, Oracles, Phoenix, Banshees, Prism, Medicavs, Battlecruisers, Hellions, Liberators, the Council decided that they need to nerf the main economic and anti air unit of the Zerg. Completely ridiculous
i think a lot of old-school SC2 players would agree with you that queens are not very interesting to watch in this game. it's kind of been a necessary evil since early-mid WOL, because Zerg has been largely unplayable without the strength the Queen has had, but i think in LOTV it may be time to experiment with reducing the Queen's strength, because Zerg has a lot of new tools at their disposal now that they didnt have in WOL.
Liberator AOE radius == also increased range. So -2 range + 1.25 radius means a total range reduction of only 0.75. As comparison: hellbat attack range is 2!! You still wont be able to kill libs in deadzones. That small change is gonna do nothing.
As a Terran main, everything here looks good to me, as it is compliant with the God Emperor's will. 👍May Imperial Justice account in all balance. The Emperor Protects.
This Protoss changes seem just like a nerf tbh, the colossus should be revamp to be played late. Discruptor changes feel now more like a storm now, just big AoE to clear stuff instead of very hard hitting. And seeing Terran buff when it's already the most adaptative and most consistant race in the game.. Top kek.
Clem: happy
Serral: sad
Maxpax: switches to Terran
good joke but zerg is in a good state after this tough
If Maxpax played offlinen tournaments he would win some but what can balance do to change that ?
@@ThéoNortier zerg would be fine if Terran was unchanged. However Terran was basically got buffs all around
@@INS1cells and zerg didnt????? LMAO
@@husman2368 ehh ultra got buffed ish in unit pathing no longer sucks, but ultras still suck, hydras got nerfed, queens got nerfed which makes early game zerg hard vs reaper and oracle harass, plus slower spread and less larvae in the early game. Brood buff was nice, they might get to make an extra attack before dying, but broods still are mid. infestor buff for the least used infester ability in the game.
like do they expect pro zergs to use more spores and spines in the early game to replace queens? such a waste of drones.
Congrats to the Terran council! They actually made it better for Terrans to camp, while claiming to do the reverse. Salvage for turrets lol...
It barely matters...
And spores can moove without shocking anyone.
give blokes a break champ
@@Stardash81 move for what? spores have reduced 100 hp meaning it can easily be destroyed at mid and late game 😂. It's only useful in the beginning at the cost of 1 drone. Queens become unaffordable to defend from oracle and terran air units, especially from liberators' harrassment. 56% range upgrade is huge from 5 to 6.25, not to mention shorter time to siege. It is a joke Terran council. 😊
@@Stardash81 yes it barely changes anything, which is why I'm still confused as to what in this patch makes terran less enclined to turtle.
Can't salvage damaged buildings
That alone is actually big against turtling, IDK why everyone decided to just ignore that one point
The problem is that they didn't nerf Changeling and Snipe, and should've made the new Toss ability a one-time expanding wave with AoE giving all casters 50 mana instantly
Not some kind of a single-target caster babysit
When are they going to nerf the EMP? Set a cap on the effect. Let it remove shields/energy by 200-300 (still a huge amount) split over the hit units. It seems crazy that it can effectively do more damage than a disruptor, instantaneously. Also, ghost should be 3 supply.
Could give the projectile a radius fall off, so units near the edges only get like 50% of the effect.
@@sebastienguanzon4978 %100 absolutely. That or spread it out evenly. Just something besides instantly damaging all toss units by half or more.
@@sebastienguanzon4978 like what they did whit Fungal
@@sebastienguanzon4978 That actually sound really good and fun, now it Is a skill based spell, and is not as oppressive as it currently is. Maybe a hidden timer where a unit takes less damage from an EMP after already tanking 1 EMP would be nice to avoid spamming
I believe the council is considering a small buff to marines, now they can research EMP 350/350, sure a little hard on the cost, but is necessary to be balanced.
Also protoss is a little bit too strong, so colossus are now melee and can only shot air, but hey the augment is still researchable, so all good. Enjoy!
What i see happening:
- protos fires disruptor
- terran marches maraudes forward taking damage
- kills disruptor and escapes
- marauders get healed
Exactly
Harstem just streamed a game where he hit like four marauders with a disruptor shot, but because colossus and stalkers are pathetic, most of it stayed alive thanks to medivacs and the Terran traded evenly in a fight they should have lost previously. Harstem had 24 supply of basically junk but because other splash does less than tickling against marauders it has to be used anyways.
I've said this before I'll say it again. Protoss as a whole is built around expensive units that utilize regenetive shields and spellcasters. Terran has a SINGLE unit that negates both of these, and the spell itself is AoE. This is so ridiculous it's insane. Ghosts should do either/or, but not both
@@michaelmart456 and detect cloak, then snipe it.
Plus Ghost counters _every_ zerg units. 20 damage vs Light, snipe for everything else.
@@gdobrocsi plus they're way too tanky for what they are. They already have cloak, why do they have to be tanky too when it's so hard to get detection over them? I still don't understand why they're not a light unit.
@@xIcarus227 Me neither. 100 HP and immunity for every bonus damage type plus all the offensive stuff on top. Bonkers.
I love harstem having to hold his laugh while reading the intro of the patch notes
How are we nerfing toss and buffing terran?
Because only Protoss is balanced around what whiny play terrans complain about
protoss is overpowered
Toss has been winning WAY too many national tournaments lately!
I don't think anyone built motherships to kill units. Tickling 4 units rather than one before getting -400 -400'd is largely irrelevant. In fact it is a nerf as you lose 100 gas more once you lose it. Couldn't they simply make it un-yoink'able for the increased cost instead? Or something else that would increase its survivability like immunity to EMP? Or a brief fraction of a second of damage immunity once it loses its shield. Anything at all to make it survive at least a moment longer.
Basically i don't understand 8 supply if you can have 1 anyway, basically change supply to zero at least, late game toss is weak anyway nowadays, turret Rush is what wins half of the toss games on ladder
Nah they can't buff Protoss, it's a Terran council dude what did u expect
Yes. Remove the MS's ability to get abducted.
It's cool the Terran balance council got to make a patch! I'm excited for when the Zerg and Protoss balance councils will get to make patches.
...that's gonna happen, right?
Edit: I love stirring up the drama in a game I don't even play :3
lol! Zerg doesn’t need any help, in fact they got a little buff. Protoss still needs help though
what a whiner 😢
NO
So true! Who the hell was our representative for Toss? Harstem? If so, we gotta fire him and get someone else in. Lol.
@@rhildor1 They may not need help but they do need significant changes.
And, there 9 Terrans in the group stages at EWC. Next highest was Z at 4, P at 3, and even after four were knocked out just in Group B in TvTs primarily, they still had enough seeded Terrans that they still had double the players in the knockouts (8) over every other race.
Zerg isnt remotely the dominant race.
Move EMP to the Raven, Ghost only gets snipe/cloak/nuke.
It's already hard to have a good medivacs + vikings count and you would like Terrans to have to make more starport units monkaS
Emp needs to be removed or reworked.
IMHO it should leave a field that disables phonic units and drains shields over time. Like 30 shields per second. It shouldn’t be able to drain energy.
I also don’t think snipe should exist. Thin it is strong enough without 1 shorting all bio units. Let it be anti caster and you only buy a couple of them.
@@Ivhen Yes, toss has the triple ammount of buttons to press and they got gutted anyway. Let terran actually have a cost if they want to deny a race's entire fucking defense.
@@christopherneedham9584 Or another idea, have the EMP disable the shields instantly, but temporarily. Sort of like the dorito dust, where for 6-10 seconds the shields don't exist. I still think it needs the instant energy removal, otherwise zerg spellcasters would run rampant (and i say this a s a zerg)
Funny story with the liberator advanced ballistics change, it's effectively a range nerf of 0.75 if we consider the change in radius of 5 to 6.25.
I think the radius change is ridiculous. Just remove advanced ballistics.
Yes and no. The important part is still that the liberator doesn't bend the map making around it. The bigger radius still requires it to closer to the walkable terrain and by proxy possible to kill
@@Joppsta360 Instead of increasing the radius, they should just decrease the range for advanced ballistic, removing it seems a bit of an overkill. At the same time why the hell do they believe it is a good idea to further decrease the siege and unsiege time, I don't get it. If you combine both, it just removed the mapmaking restriction but overall buffed libs
your math is wrong, that's not how radius works
@@nickwatson7164 his math is correct, the extra range was 2 which let you place the center of the circle 2 further for a total of 2 plus the radius which would be a total distance of 7. Now the center is back by 2 by the radius goes from 5 to 6.25 for a total of 6.25
With that preamble I basically expected the patch notes to be: bunker build time increased by 3 seconds
Bunker cost supply, which is why you don’t see Byun camping late game with 15 bunkers.
Were ghost nerfs cloaked?
Hello yes I would like to formally apply to join the SC2 balance council, for my first change I would give ghosts that nuke from CoD that instantly wins the game for whoever calls it in. Next I would make it so that selecting Protoss caps your framerate at 1fps, and if you manage to win a game in spite of that, SC2 will automatically uninstall itself. I believe this will be the end result after the next few patches anyway, and so my balance direction would be to skip the middle man, taking SC2 straight to that point in one patch.
You're all complaining about ghosts recently, it has only been nerfed in its last changes. No buff for 5 years at least
@@Stardash81that is irrelevant when it is still the strongest unit in the game, by far.
@@Stardash81 EMP has a .3 second cast time and feedback is instant, but HT's are apparently unusable because of ghosts, this is the Protoss brain in action.
@@TheLOMTONG AoE ability vs single target ability.
@@TheLOMTONG EMP has longer range compared to feedback (10 range+radius), wipes energy, delete half of your units' HP, and is AOE. Don't forget that ghosts can also cloak, snipe, nuke, auto attack pretty hard, and is pretty tacky.
Thank you for keeping your balance patch video to a reasonable length 😁. Everyone else was over an hour.
In the ptr, the hatchery rally point is bugged / not working as it should. Zerg has two rally points for their hatcheries, one for workers and one for army since the hatchery is all of zerg production. The ptr rallies the army to minerals while leaving the worker rally point alone.
Hopefully this will get fixed before added to the main game.
RIP Protoss
RIP Zerg
Terran: "Let's f ing go!"
I'm confused. Zerg got like 10 buffs and a moderate queen nerf.
@@TheGuyCalledX They buffed terran too much and these zerg buffs are useless anyway.
@@TheGuyCalledX RIP Z because the those buffs don't even matter against T. Drops are not be affected by spore crawlers, while the ultra and brood lord buffs don't change the fact that they get instantly deleted by ghosts.
Meanwhile hellions need -1 attack to kill a stack of drones.
Zerg got buffed you dingus.
The balance council have no idea what theyre doing and deserve the game balance taken away from them
It's one guy
@@magnumxlpi Its not. At least if it was, we'd at least have a scapegoat for our ire (FOR AUIR!!!!) but its not.
It is supposedly one person or one company driving the idea to have a balance council like this, i believe ESL.
I will be streaming some Patch games over on www.twitch.tv/harstem and here Live on RUclips.
Hay man do what you can to prevent that garbage patch, this patch will cost at least 10% of the player base SC2 simply can't afford. As for the PVZ being toss favoured if you look at the win / loss rate on all pro games over the last year you will see its very heavy in favour of Zerg.
Blue flame for hellions gave +10 bonus damage in WoL. They nerfed it to +5 cause +10 was OP. And now they buff it again almost to the starting point (+9 instead of +10).
Makes sense...
Adapt were nerfed just so they need 3 shot to kill workers... but ofc TERRAN should have a unit that 2 shot
'The first goal is to nerf defensive and camping playstyles for all races'
So terran now can instantly heal the depot+add 100hp on top, salvage all useless static defence and a single thor in mineral line should be able to defend most of the air.
I know that turtle mech is not a viable strat on high level, but for lower leagues this seems to be completely opposite of what they're trying to do
Really disappointed that the ghost snipe didn’t get a Nerf. EMP could probably use it as well, but just watching zergs at the pro level, be completely unable to build any late game units because they all get sniped just sucks to watch.
The second paragraph in the patch notes: "We feel that the previous 5.0.13 patch has mostly achieved its goals, slightly helping Protoss players in early and midgame against Terrans." This patch they remove battery from the game. Nice
Never grabbed popcorn this fast
For real
Part of the problem here is that the majority of the balance council is cloaked in shadows. There's no dialog with the community as a whole.
As one of the few front facing members of the council, I applaud your transparency and courage. I sincerely mean that.
I also sincerely mean it when I say you're doing a shit job advocating for toss. Lol.
We keep getting promised a buff and instead we get an omega nerf but cool lasers on the ms and a slightly better sentry.
I honestly haven't even looked into the members of the balance council. Where can I get the list.
You guys joke, but the biggest joke is the Terran Council
As a Protoss main I will be switching to Terran. If you can't beat them, join them!
same!
Free mmr from you noob Terran Protoss lazy race switchers it won’t workout for you
was Diamond II with toss for 2 years, switched to terran and got masters in like 10 games. QWuit after that. Its a freaking joke.
Terran is so bleh but gets the job done so efficiently. So easy to rank up as Terran
As a Protoss, yeah, it’s actually frustrating to play as Terran. They’re just better than Protoss in every single way. Their armies are stronger, their defensive capabilities are vastly greater (and will be even better after this), their offensive capabilities are vastly greater, their harassment capabilities are literally just incomparable to Protoss’, their economy is better, their infrastructure is better (it takes 10 decades to transition as Protoss), their micro is FAR simpler (Almost every Protoss unit has a mid-ahh ability that needs to be juggled to be even on par with siege + stim), their expensive units don’t just get sniped and die instantly…
I really can’t think of a single area in which Protoss is better than Terran *now*, let alone after this patch.
I swear UThermal is gonna spine crawler rush into rank 1 with this xDDDD
Nah he's terran biased as hell, but with this he might return to the tournament scene though.
I didn't consider this, I was more thinking he would have some powerful 1 base blue flame builds or Thor all in, since they are buffed now.
22:50 If I understand this correctly, range is only reduced by 0.75 (while the casting range is smaller, the extra radius covers 1.25 of the lost 2), it might also be harder to blink under them because of the extra radius.
They are much more vulnerable to tempests and corruptors now but they are a bit more punishing to push into while massed. Harassing ones are far easier to deal with now though.
The thumbnail is peak comedy and as we all know, all good comedy is rooted in truth.
the stormgate dev council members are really trying their absoulte hardest to make protoss players quit starcraft 2 and switch over to there.
Who's on the balance council?
say what you want about stormgate, but their balance iterations make sense and it hasn't even been 17 years of working on the game
@@martinkrauser4029Well the current balance council despite their wise years of playing the game has let’s say a year of balancing experience, the majority of the experience was of course sitting behind a screen getting smashed in by every “imba” thing the other race had. Still though, comparing a rotten apple to a rotten orange.
Still subscribed to this account after so many years. Good to see you doing well Harstem. I still watch the original Home Story Cup footage just to relive those days. I remember thinking "I would do anything to be there right now". Cheers brudda!!
at 21:12 it sounds like all the supressed emotions of emotional liberator damage are coming up and you have to hold back tears. Very understandable.
22:30 agree with the fact that siege units should be able to switch mode/position slowly, not quickly.
The salvage change is a great idea. As is the spore and spine change.
How the F that helps prevent turtling is beyond me.
Salvage change means more will be built because they are significantly cheaper
21:19 feel you bro 😂
LOL
I didn't get a notification. I scrolled across this randomly with "posted 35 seconds ago".
i don't even have notifications turned on :P and I was here at "7 min ago"
Time to prepare some TvT builds i guess....
a few things zerg and protoss players have to do
build detection
protect workers
gain map control
build top tier units
control multiple spellcasters
control groups
set up fights/surrounds
build counters to the enemy units
stay up a base
scout
manually target their skills
have cooldowns
fight with inferior units that cost more
As someone who already loved Microbial Shroud this change to the spell makes me very comfortable. I honestly enjoyed using it on Hydras Vs Tempests.
This seems odd. I am under the impression that the community consensus is that P is a bit underpowered at the highest level, but apart from the Tempest this seems like some pretty hard nerfs and the "buffs" seem very low-impact.
I remember, in SC1 and BW, Protoss Carriers were scary because interceptors hit fast and hard. In SC2, Interceptors are slow and week, so Carriers are not scary, they're expensive bee hives that are fun to pop. Interceptors need buffs for damage and movement speed to make Carriers scary again.
and the game needs the carriers being scary like it needs a kick in the knee
Honestly, I don't know how they expect to change the meta from turtling to being active on the map if to achieve this you need to gain something by being on the map. As a Zerg, how do you break a Terran turtle with 10 Planetaries, 10 Ghosts, and 10 Tanks? I have to throw away 30% of my army on Planetaries first and then try to do something with the rest. You can't imagine changing the meta if you do nothing to eliminate turtle play. There's a reason the game designers made the Brood Lord with such range-to make camping impossible and force you to come out and defend yourself. They should separate the three races by adding extra damage against Protoss so when you want to balance ZvP, you change the damage of Zerg against Protoss and not Zerg against everything or vice versa. Additionally, they should create a cycle of hard counters that makes you constantly change your composition. You can't have to wait for Brood Lords or Hive as Zerg to be able to trade similarly to certain compositions. For example, Mech is extremely strong in all leagues below professional and requires a very low level of APM to use. Expecting a new player to take the whole map, get Infestors with Neural Parasite, and wait for the move out to fight is crazy, but very crazy.
Jesus, finally, I was waiting for that video for 20 hours
16:10 removing the building armor seems like a great idea ! Less camping overall.
I am switching to tarren as well, I mainly play zerg and protoss. Feeling good to know that I will crush zerg and protoss in every single game, its a no brainer, every player should do the same thing, even Sarral should switch too.
The terran council has spoken
00:16:34 loved watching the Captain start calm with Sensor tower, then shift into complete unbridled rage as he stews on the subject LMAO
So true though, what a joke of a building in a game of map control and risk/reward
EDIT: The rage at Mech players at 00:20:10 is hilarious, too
Great take on the overall game design: More emphasis on distinct, expressive core units that develop and remain relevant throughout the game, combined with interesting, high-impact support units -- Less power to defensive structures and amassable tier-3 capital ships. I'm also in favor of more active gameplay styles overall and support Protoss in their desire to see more representation in major tournaments while I myself see fewer of them on the ladder camping to mass air. As long as the balance council pursues this direction, I have confidence the specifics will work out.
I'm really worried that with the disruptor nerf terrans will be encouraged to just stim on top of them even more than before.
That's literally what will happen. They will just build bunch of murader and stim then run to toss army
Anyone else notice that the captain said they do not like when static defense is used instead of army for the protoss and terran, but then when talking about the zerg queen and spine/spore changes he is happy that zerg are moving to static defense??? Also, how does buffing static defense, both for the terrans and zerg, help with reducing camping game play, isn't that all static does?
To address your last point, as ong as static defense is efficeny only limited engagements, you can more safely be active away from your base without ghe sttic defense being the crutch for ALL of your defending. I guess
Thats the entire issue with this patch, its pure bullshit, buffs what the said they would nerf, except for protoss because screw protoss
The BL is 1 of only 2 ways Z has to break turtles. The other one is SHs. Right now both units are pretty weak, which enables T, P and even Z players to just not have to care about moving out and can just sit and max out with late game units over 20 minutes and at most send 2000 worth of minerals as harass in that time. Both the BL and SH are symptoms of slow, noninteractive games forced by Z's opponents. If you attack without them, you have no escape plan, unlike T/P units that can poke in various areas. Runbys don't do anything because of cannons and PFs. Mutas are more of a coinflip than disruptors and cost way more to be useful. Nydus is prevented by player's looking at their minimap. If Z doesn't get a major rework then either the BL or SH cannot receive substantial nerfs and have to stay competitive due to this turtle meta that's pervasive across all MMRs.
To help the overcharge, it may be good to compensate by increasing shield battery regen slightly and decreasing the energy cost slightly to regen. It would be a more general buff that would go nice with the extra health and shields to the shield battery
17:38 I kind of disagree with this take a little bit, considering Zerg still has the most overall map vision, if you factor in early overlords, generally quick and cheap units, and then mid to late game creep …. and Protoss has optional observers and the fastest air unit in the game, which can also be hallucinated so there are two routes to it, as well as the literal ability to tag armies with vision.
Just saying, I don’t understand why we hate the tower so much when Zerg basically gets a lot of scouting for “free” because in addition to vision, their units get buffed.
i think the thing that is kinda awkward and always have been awkward for protoss to deal with is marauders and roaches, zerg can mass roaches and deal with stalkers and terran can mass marauders to deal with stalkers and both are incredibly effective at dealing with gateway units just in general which forces the protoss to make immortals but that's where it gets awkward, it takes quite some time to get immortals in sufficient numbers or otherwise it's likely they will just get focused and killed off, and even if the protoss makes immortals the enemy can make their basic unit to directly counter it which is a lot less of a commitment and less difficult to do, but protoss at that point has to consider getting some splash damage to deal with the follow up of that of the influx of basic low health high dps units as zealots won't be enough which is why archons and high templars and colossi is the next step in the chain.
and it kinda always devolves into this because oracles and sentries are not enough to deal with either marauders or roaches or lings or marines to the point where the gateway army can go toe to toe with it, so it always devolves into immortals and splash damage until the enemy gets something that just makes that too difficult to use like lurkers and ghosts and vipers and infestors and vikings and at that point protoss only course of action is hail mary attempts, massing tempests, carriers or dark templars simply because oracles and sentries aren't good enough.
in essence the sentry and the oracle is just worse arbiters that don't hold up and the gateway units can't hold their own against tier 1 units.
17:22 I feel like the sensor tower being used is more of a recent development. It always felt to me like it was a meme building in most of WOL and HOTS. I don't remember it ever being built
Should change the name of the "Disruptor" to "Inconveniencer"
My questions would be, who is in this council? And how did they get their infos from?
Great recap of the new patch!
if you want disruptor to do slightly more, just make it have an inner radius where it did the old damage or even more, and the new damage for the outside radius.
I don’t know how anyone could think that the supply depot drop is a good thing, especially with their stated goal. Seems like only Protoss has to deal with frustrating strategies being a problem. How frustrating will it be for a Terran to just drop an extra 500 health instantly on a building and ruin your long/bane bust or zealot harass?
If they remove the battery overload why not lower the insane cost of zealots and stalkers that without the dedicated power ups are useless? How where should we repel the early push of marines / marauder / roach? Throwing bananas?
And then the fact that the deposits can be repaired on the fly means that you can't immediately go and punish the terrans who fail cheese or early push by immediately closing the game (which was already difficult before thanks to the mines and mass scv repair)
And all this would be balanced?
It's insane that pvz is not considered the issue, considering how cooked toss gets in the late game by any competent player
Would a 50% increase in Sentry range be too insane? This way, they would be more in the back, while proving the guardian shield. Even if you currently use them, they just die quickly being in front
mothership being a triangle that hits 4 times is a crime against humanity
That terran got all of the buffs and the Ghost didnt get nerfed is crazy. Defs seem really terran biased.
3:24 gonna say it here but depending on how long it takes to charge up to use, you could theoretically use it to charge a unit’s energy right after it was built before pushing
There's a 60 second cool down. You can instantly give a high temp storm, but just one
@@Shadowboost oof
I really love the energy overcharge idea. It brings more variety with the energy of the units, and more creatiity and theorycrafting is involved.
As a chill diamond player, sentries, oracles and hts are my favourite units and It feels sad that you have to make alot of them to really play with their abilities, but then often get rekt by pure strenght and immediate power before having a bit of fun.
Also people complain about ghosts alot, but the energy overcharge can actually help in some situations and makes Terran a bit more skilled to play by having to pay attention to a potential single full energy unit, rather than simply EMP any pack of protoss units.
Honestly I'm very hyped by this change, but I might be biaised by my playstyle.
They just snipe the one overcharged unit.
I had a similar sentiment while reading the patch notes: just overhaul the Protoss and make it centered around HT. The only thing I am afraid of is, I have not enough fingers and control groups, Im not a spiderman.
The change doesn’t make Terran more skill-based, it allows for *slightly* greater skill expression. 99% of the time, you’re losing that energy and I doubt the Terran even noticed how much energy your spellcaster had.
The new ability could be cool, but it doesn’t make up for the tremendous power loss in removing battery overcharge, and that power wasn’t distributed anywhere else. Aside from the Tempest, literally everything was a nerf.
now you either rush very expensive ht or die, amazing variety
If you really want to fix Zerg's early power problem without having to rely on queens, make the Hydra den available after pool, but keep all the Hydra upgrades on Lair tech.
this is painful to read fr
Disruptors should have a siege mode that makes the novas more impactful, while also making them more vulnerable. Maybe the ball should increase it speed or size the farther it goes while making the damage a little weaker...
"Lets nerf the camp!" *liberator area inceased, ability based defense/static defense buffs*
Seems like IQ issues are still in place. A 6 queen opener will cost 150 minerals more on queens, and the 2 hatches will cost 50 less, meaning a 6 queen opener would be 100 minerals more cost. Which, BTW, are 2 drones oracles has to kill less for the game to be even on the highest level. Seems like you subtracted 25 minerals for the initial hatchery, which doesn't get built, so no need to substract minerals for it, despite the lesser cost.
Harstem you’re the GOAT! Thanks for making these
How about increasing HT starting energy back to 75?
Infestor has 75 starting energy - Fungal costs 75 energy.
Ghost has 75 starting energy - EMP costs 75 energy.
Protoss sucked for 5+ years, let's remove it only good defensive tool, sounds like a plan.
For this thing to be balanced you need probes to be built for free and cost no supply.
Also let's nerf the only good protoss unit in disruptor. For this carriers also shouldn't require fleet beacon.
I can’t wait for my 400/400 mothership to be yoinked and killed in 2 seconds. As long as they can be yoinked by vipers motherships are completely unviable
Lower motherships to 250/250 and let Toss build as many as they want.
Imagine how dynamic it would be to have multiple portable recall stations.
For the Zerg Queens... i think the main reason you see mass Queen is that Zerg really doesn't have alternatives more so than Queens beeing OP. They're good, but like... what else does Zerg have against any air units early on, especially Protoss. For a major nerf on the Queen it would need some big change in Zergs early game as well, maybe a new unit or smth.
The really pathetic thing about the liberator """""nerf""""" is that the area buff directly compensates for the range nerf. They act as if it's 2 units shorter range, but it's actually only .75 shorter, because the circle will reach further. This means we may still see liberators unkillably far away from mineral lines that they're actively shelling.
Basically they pretend it's much weaker in one way to compensate for it becoming much stronger in another, except in reality it's only *slightly* weaker. So it's overall a huge buff instead of a sidegrade. And the balance people were either dumb enough not to notice this, or hoping no one would notice. They're either incompetent or terran biased.
"We want to nerf camping" *massively buffs terran on this regard*
No favoritism at all.
I feel like they should take out the sensor tower and add a feature for the raven that lets it place an invisible observer the doesn’t move for 50 energy.
Ghost need a health decrease to balance it out
How helping out terrans to turtle up fixes defensive play anyway?
Interesting that they address the "camping playstyle" finally. i did quit playing myself in WoL cause every high rated TvT ended in tank/viking with mit 100 turrets and sensortowers all over the map and no one wanting to do a move. I think we should straightup nerf all stationary defenses to the ground
Maybe turn ravens into a siegable sensor tower?
feels like 100 is too little compared to the old battery overcharge even with the flexibility but the balance council is probably afraid of it being used for offensive use.
Maybe they can somehow implement "temporary" energy? 50 temp energy on the unit that's lost after X seconds
or maybe it should also repair the unit's shields (or even base hp)
Shield battery is frustrating to play against so you remove it?!?
Ghosts are frustrating too. You gonna remove those? Thought not.
I can only imagine the counsel is being paid by other games to sabotage SC2.
The people on this council also work directly on several competitors to StarCraft 2, such as Stormgate and others.
I think the conflict of interests is starting to show.
its fun to hear Harstem tell us about how bulky and powerful the planetary and static defenses are..... they fucking melt in two seconds, you cand defend shit with them, if nothing, they needed a BUFFFF, its incredibly annoying to watch people constantly have to move the army back to defend even the smallest of runbys...
fuck it... just make the whole game a massive base rush trade... thats gona be fun .. and he wants the sensor tower removed, you know the only fucking thing that actually helps a little. God forbid, 2 armies would meet eachother in combat, lets just have sneaky drops and runbys the whole time.
The Queen nerfs are ridiculous.
Instead of addressing the fact that Zerg only has the Queen to deal with Reapers, Oracles, Phoenix, Banshees, Prism, Medicavs, Battlecruisers, Hellions, Liberators, the Council decided that they need to nerf the main economic and anti air unit of the Zerg.
Completely ridiculous
i think a lot of old-school SC2 players would agree with you that queens are not very interesting to watch in this game. it's kind of been a necessary evil since early-mid WOL, because Zerg has been largely unplayable without the strength the Queen has had, but i think in LOTV it may be time to experiment with reducing the Queen's strength, because Zerg has a lot of new tools at their disposal now that they didnt have in WOL.
I wish the Mothership is immune to abduct.
Surely after the Zerg Cabal and the Terran Council we are getting the Protoss Parliament right? RIGHT?
Liberator AOE radius == also increased range. So -2 range + 1.25 radius means a total range reduction of only 0.75. As comparison: hellbat attack range is 2!!
You still wont be able to kill libs in deadzones. That small change is gonna do nothing.
well not that it matters, but discruptor damage nerfs also affect PVP in the scenario where you have already removed enemy shields somehow
As a Terran main, everything here looks good to me, as it is compliant with the God Emperor's will. 👍May Imperial Justice account in all balance. The Emperor Protects.
Yeah, before seeing the patch i felt it maybe a good idea to reinstall sc2. Not aymore.
Ghosts should be made light units with EMP removing 50 energy and shields from targeted unit!
I agree with Harstem. Good direction, not ideal numbers.
Harstem confirms that ghost are imba
This Protoss changes seem just like a nerf tbh, the colossus should be revamp to be played late. Discruptor changes feel now more like a storm now, just big AoE to clear stuff instead of very hard hitting.
And seeing Terran buff when it's already the most adaptative and most consistant race in the game.. Top kek.