Advertisement
 

Membership

 

Advertisement

 

Advertisement

 

Patch 1.1 coming this September

That's right folks, the long awaited balance patch, probably the first of many to come, has been vaguely dated to come out in September.

In a piece of news that does not leave much to the imagination, Blizzard has announced several changes they plan to implement to the game in order to balance it out a little bit.

First of all, they will increase the building time of both reapers and zealots, since their usage in rush strategies is, in Blizzard's eyes, "stronger than expected" in various levels of play. Another unit bound to suffer the nerf stick is the siege tank, with a huge damage nerf coming its way.

The ultralisk's Ram attack will be eliminated because Blizzard has detected, as had been shown already, that this attack actually deals less damage than the normal attack for it only targets a single target with no splash. This, paired with a nerf in its damage, seems like the ultralisk will now share some of the spotlight with the broodlord. Or maybe not, who knows.

Not to mention that Blizzard also gave hints as to probable changes in other aspects of the game, such as the addition of destructible rocks in "Desert Oasis" to make the natural expansion and strategies related to it, more plausible. Dead allied units will no longer give vision, previously revealed enemy units will no longer be targetable, custom game improvements and many more changes are to be expected in this first balance patch.


Links
battle.net - Source
submit to reddit
 

Comments \ Paging
 1, 2
 


comments
10
#51 ostojiy 1 year ago
This would be good, and the ultralisk change is important for killing scvs repairing PFs.
1
#52 Fluff 1 year ago
i think Idra will be happy when he reads these news:)
1
#53 StillRooney 1 year ago
As a Protoss player I must say I really like these changes. Zealots are way too powerful in PvP and it will be interesting to see how this affects the metagame.
5
#54 anatase 1 year ago
zealot nerf will make the PvP better but crush the PvZ.
Now the 6pool is even more viable, it's crazy...
2
#55 anotherone 1 year ago
Somebody has already any idea how Terran is going to counter mass hydras now?
1
#56 Fimbulwinter 1 year ago
Mass hydra counter? Still the same, just it's viable now... Tanks + MMM. Tanks still do splashdmg that's not nothing. Marines in Masses with tanks should win against hydras. But why you all want a marauder nerf? I don't even play marauders ... just in TvP sometimes. And yes, I'm 750 Diamond.

Well nerfs don't affect me, just the tanks nerf is quite odd, I never meant that tanks are imba. Nobody told me they were... Banshees are imba ;D
1
#57 Vreck 1 year ago
Are we in April already?
2
#58 Urzak 1 year ago
Nice to see Huge #49 Peterra´s comments now on SC2 since i was a big fan from his comments as a NE player in replayers.com!
3
#59 Sajiki 1 year ago
#35 says it all.
ah and #58 ofc!
9
#60 RamiZ 1 year ago
What #49 said, he explained it really well. I support all of this changes and I agree with others that Siege Tank change maybe shouldn't be that big.
1
#61 lemonbone 1 year ago
the tank nerf is just stupid, so now tank can't even one shot a marine in TvT. I know some people don't like playing defensively but you can't have all race charging at each other in a big ball of units. Whatever, we will see what happen soon
1
#62 lemonbone 1 year ago
how about making Marauder(Heavy assault infantry) more expensive, longer to build, walk slower. Or anything that make stalker better vs terran.

also, i posted a post about reaper ruin the game in beta, reaper just force protoss and zerg play defensively in the beginning.
1
#63 maggotk 1 year ago
the only change i want to see is to have queen inject larva ability made to autocast!!

i have told a few friends about it and they think it was a joke
but i honestly think it is viable since it will make zerg a lot easier to macro , like how sc2 is a lot easier compared to sc1 because of the mechanics

also, it will certainly help zerg players in low level play but doesnt affect zerg players in high level competitive play since most pro zerg easily macro their queen every 25 mana to inject their hatchery.
3
#64 ProzacR 1 year ago
I just repeat one more time, but they should nerf mourader not tank. Tank is more hi tech unit it is ok to leave tank powerful.
And after zelot nerf P will be dead instantly after rush lame idea too.
1
#65 Maximus_rO 1 year ago
some dumb changes.. nerfing zealots lol.. 6pool vs toss coming soon :)
and nerfing battle cruisers .. that's dumb too..
no mule nerf .. no marauders nerf..
10
#66 Pulimuli 1 year ago
why the hell nerf the siege tank?

so we will never ever use them in TvP?
1
#67 whoa 1 year ago
Siege tank nerf is good, 2-3 tanks basicly owned all gateway units.
1
#68 pallad 1 year ago
#61 Siege tanks are still GOOD , very good range! 35 dmg ( is still very good , look at others units dmg ) AND SPLASH !!

#66 Because tanks are imba
#69 iiN.Glockl0 1 year ago
@ #1 , ye dude.. i was like "WOW" when i saw top 200 -> 83 Terrans :DD but remember @ SC1 , iCCup.. the 1x1 korean ladder, its still like 40% or more Terrans :DD T will always > everybody : )))
of course, depends on the players, mostly ;D

and yes, @ #2, i agree with ya dude... the zealots are made much weaker and not-so-cleaver upgrade and way to play with'em ... i wanna 'leg boosters' : DD
9
#70 RamiZ 1 year ago
#63 That is an bad idea. Pros still do it, but they also sometimes forgot about it. Zerg is macro race, they don't have many units to micro like Terran does. If you buff them in that way, then suddenly Zerg turns into Micro race, since most of the time you will be on the battlefield and just keep pumping units without even worrying about Queens, Larvae or anything. You don't even have to look to your base... That is like saying to make Terran Mules on autocast...
1
#71 sablja 1 year ago
i cant wait to see pach 1.1 in september
1
#72 dxong 1 year ago
I agree with #49, though the Reaper Nerf is more than enough imo. U will have 5 more sec, to counter the first reaper, and 1 reaper can barely keep up its pace, unless it becomes numbered, which will be prolonged by 5sec for each reaper you train, just keep that in mind.

Siege Tanks definitely needs a whop in the ass! but again that nerf "seems" a bit too harsh, such major change will speak for it self ingame. but I rather want to see upgrades being untouched.
3
#73 Cele 1 year ago
the zealot nerf is pathetic. no more and no less. What we need is a Rauder nerf, thats plain to see.
2
#74 Baha 1 year ago
#6 made my day.
5
#75 alphdan 1 year ago
im agreed with #2 zealots arent a unit to be nerfed, is just stupid the charge is so fucking useless is funny to see a zealot charging agaisnt a zerling and waste all th charge without even been able to land a single hit.

if they will nerf zealot then pls revert the crappy charge for the old leg implants we had on BW.

also BCs nerf is stupid as well the huge dmg nerf on tanks, all thse fucking blizzzard noobs had to do is do something with the marauders zergs wont stop crying by this believeme they will still get raped by bioball.
5
#76 alphdan 1 year ago
#21
If there is a race that should be able to hit and retread is protoss, since remmeber the units are the most expensive in the game.

They are supossed to be reusable and they are everything but reusable?

Go and attack with zealots anything in mid game u know they all are gonna die there cause are the slower units in the game and lol yes they are Melee.
9
#77 RamiZ 1 year ago
#73 Zealots were the same back before patch 17 in Beta.
StarCraft II Beta – Patch 17 (version 0.20.0.16036)

o 250mm Strike Cannons can no longer deal damage to hidden targets.
o Barracks build time decreased from 65 to 60 seconds.
o Bunker build time decreased from 40 to 30 seconds.
o Canceling morphing Banelings now returns 75% of the cost like other morphing Zerg units.
o Hellion range reverted from 6 to 5.
o Reaper build time decreased from 45 to 40 seconds.
o Zealot build time decreased from 38 to 33 seconds.

They just reverted those changes, and suddenly, all of those changes are awful...

#75 Stop bullshitting about old speed upgrade from SC1. With charge upgrade, your Zealots get speed and charge in one, where the old one you just get speed. Charge in on auto-cast, if you don't know to charge, that is your problem, turn it off, and use it in right situation.

Marauders should be nerfed, but Siege Tank nerf is good, because they need to use Hellions vs. light units, and Siege Tanks vs. Armored, right now they use just Siege Tank vs. everything. Also, when Siege Tanks are now nerfed, you will be able to use Zealots against it too. As #67 Mentioned, few Siege Tanks completely wiped the whole Gateway army.

Just stop crying already and think of it for a bit. Except for Marauders not being nerfed, other changes are pretty damn good.
4
#78 Ruivo2099 1 year ago
I really thought we would see some Thor nerfs in the first balance patch...

IMO, Thors need to be nerfed, not BCs.

Seeya!
5
#79 alphdan 1 year ago
Blizzard hired Paul The Octopus, and he said tanks and zealots, so they nerf em the hell out.
3
#80 Seifer_2097 1 year ago
I dont really get this, some are okey but zeal nerf?? uhmm i think zeals are one of the worse units in the whole game, charge? what a big joke i want those old legs upgrade, and reaper nerf its okey, tanks nerf? really? never thought about it, but what about malauders? doesnt anyone think they are suck overpowered? i mean such a big damage and the slower additional effect... stalkers are nothing on them, and also banshees are overpowered too, i seriously xpected malauder nerf+banshees to make pvt factible, nowadays i think that if the players are equal in level terran hardlyever will lose against protoss, btw i have to say, almost every zvt game iv seen zerg>>terran those muta+ling+bling is just too pwerfull agains bio terran
1
#81 maggotk 1 year ago
#70 i still think making queen's larva injection autocast completely reasonable, you cant compare autocast mule to that since you can just call down 4 mule at 200 mana,

and whats wrong at making things a little easier for zerg with the autocast?
SC2 was MADE to be a lot easier by improvement in the mechanics so players dont have to waste a lot of time in game doing unnecessary micro/macro, for instance, sc2 u can group all your units in one group whereas in sc1 you need to split them into many groups. the waypoint/rally and alot more.
5
#82 alphdan 1 year ago
All i hope is blizzard dont start doing the same shit they do on wow, they dont look for balance all they care is satisface all those crying noobs.

so they make a patch where those noobs are happy then another noobs cry about umbalance on the other races and then they ill do another ridicolous patch to satiface the other noobs crying etc etc.

thats the reason, I quit wow.

Blizzard i hoppe your greed doesnt end destroying you.

Starcraft is starcraft... is not world of warcraft.
9
#83 RamiZ 1 year ago
#82 SC2 =/= WoW

I play also WoW, and WoW is casual game, it is mostly PvE game, and all balance they do, they mostly do about PvE, and that has bad influence on PvP balance, and they come up with excuses and some stupid arguments where it looks like that they don't know what they are talking about. Trust me, it needs time to fully balance the game(well most of it at least), and they are doing pretty good job. Again, don't compare SC2 balance with WoW balance, different people works on those two games.
3
#84 After7days 1 year ago
all you need to do is mention "balance" to get a 200post news :)
5
#85 wgt-baal 1 year ago
So basically, during the years between BW and SC2, terran engineers were so bad/drunk that their tanks wont even one shot a probe (35 damage,+15 vs armored) or a marine....They wont even one hsot a zergling with +1 carapece upgrade ^^
9
#86 RamiZ 1 year ago
#85 Uh, they also did 35 damage to small units in SC BW too, and they didn't one-shot Zerglings with +1 armor, don't know what are you talking about.
#87 Jengel 1 year ago
#63 No. I am a zerg player and autocast larva would be op, and zerg would only have to focus on micro. its ur fault if u can't remember to spew larva.

I honestly didn't really care about any of the nerfs they did. I thought there would be a void nerf. If a zerg player 14pools and a protoss rushes to voids; zerg loses. The only way to stop voids in that case would be transfusing multiple queens, but it is still possible. speedlings can stop reapers if used correctly. burrowed roaches can kill tanks. zealot nerf must be for pvp. if ur worried about the 6 pool just wall off like t.
1
#88 FoUsTy 1 year ago
#77 WRONG,

They want test this changes in internal (hellio range and zealot 38 sec) but they make a mistake and apply this in a patch, which in it wasn't notice.

Zealot was in beta, at 33 sec along time. Patch 14 make him on 38 i think.
12
#89 Wibang 1 year ago
Wonder how zerg is supposed to kill planetary fortresses now, it was tough to do em with ram, and now only normal attack T_T

Oh well, terran expansion ^^
4
#90 Mega[Ro] 1 year ago
#89 Ultralisks do LESS DAMAGE with RAM then if attacking normal. Kaiser Blades attack time is tiwce as fast as ram, and it deals over half of the Ram damage (I believe 46 vs armored, while ram has 80).

So, while today's ultralisk ram once and does 80 damage, the new ultralisk will hit twice with Kaiser blades doing 46x2 = 92 damage ! AND SPLASH !

Too bad they designed the Ultralisk to be able to RAM. Imho just buff ram.
3
#91 Endelite 1 year ago
#63 & 81 (Same person)
Have you considered the fact that Queens also have spawn Creep Tumour and Transfusion? What about the times when you need to use multiple Queens transfusing each other or you want to spread creep quickly before a battle?
Won't you be without any energy, EVER? It costs 25 energy to spawn larva, the other abilities cost 25 and 50, so if spawn larva is constantly used until you have the maximum of 19 larva (3+4×SL), you will either never have enough for any other spell OR, if energy recovers quickly enough (don't know), only ever have enough energy when you don't happen to have more larva then you are keeping up with.
You see, that's another point - if you don't have the macromanaging ability to constantly use the ability, you probably don't have the ability to really use the larva except all at once, by which stage you could have earned a LOT of money if some of them were going to become drones.

#90 Agreed, they put things like Charge and Ram in for variety and now they're planning to take away Ram while people are complaining about charge. Also, if a huge Ultralisk was charging at a building, throwing its massive body weight at it, wouldn't it trample most nearby units/objects? They could add splash damage to it. Although...I think the idea was to make sure you can't use ram to deal more damage to nearby creatures, so yes, just keep it as a single target, building-only attack with more damage.
2
#92 MoOnrai 1 year ago
>_< how will i kill protoss without my super siege tanks and early reaper strategy !
5
#93 alphdan 1 year ago
what abut proxy Raxes with dual reactor even mixed with a tech lab.

is pretty gay, did u see hoe NEXGenius got owned so bad lol.
 

Comments \ Paging
 1, 2
 

Post comment
You are not a logged in, or you are not registered. Create an account or login to be able to post a comment.

Advertisement