Musicus Profile Joined August 2011 Germany 23393 Posts Last Edited: 2016-11-19 13:00:19 #1



So here are all the changes between the current live version and the balance test map in one place!



and I incorporated all the updates into the original changes and left out bug fixes. Tell me if I missed anything!



Terran



Cyclone



Anti-ground weapon heavily changed.

Damage changed to 3 (+2 vs armored) damage, attacks once per 0.1 seconds, range decreased from 5 to 4.

A cheap upgrade, called "Mag-field Launchers", will grant Cyclones +2 range has been added.

Weapon upgrade amount changed from 2 to 1 to account for the new damage value.

Changed weapon name to Tornado Blaster.

No Anti-air weapon.

Movement speed decreased from 4.72 to 4.13

Lock On can now target air units only. Range is unchanged, and the ability now deals 160 damage over 14 seconds.

Removed auto-cast for the Lock On ability.

Supply cost decreased from 4 to 3.

Increased health from 120 to 180.

No longer requires a tech lab to build. The Cyclone can now be built with a reactor.

The Cyclone auto-attack missile art is now smaller to avoid causing visual clutter. The missiles fired from the Lock-on ability are unchanged.

Removed the Cyclone Lock On Damage upgrade from the Factory Tech Lab.





Siege Tank



Sieged Siege Tank damage increased from 35 (+15 vs armored) to 40 (+30 vs armored).

Siege Tank health increased from 160 to 175.

In Siege mode, Crucio Shock Cannon weapon attack period changed from 2 to 2.14.

Sieged Siege Tanks can no longer be picked up by Medivacs.





Liberator



Remove the +light damage for the Anti-air attack.





Thor



Anti-air splash for the Javelin Missile Launchers radius increased from 0.5 to 0.6.

Thor High Impact Payload Mode: The Anti-air weapon, 250mm Punisher Cannons, will now be prioritized before the Anti-ground weapon, Thor's Hammer.





Banshee



Removed the Fusion Core requirement for the Hyperflight Rotors upgrade.

Banshee’s Research Hyperflight Rotors upgrade time increased to from 93 to 121





Viking



Ground mode auto-attack now deals +8 mechanical damage.





Battlecruiser



Energy bar removed.

Yamato Cannon and Tactical Jump no longer require energy to cast. Instead, each has a separate cooldown.

Yamato Cannon cooldown is 71 seconds.

Tactical Jump Cooldown is 71 seconds.

Removed the Behemoth Reactor upgrade (energy upgrade).





Raven

Auto Turret damage increased from 16 to 24.

The "Explosive Shrapnel Shells" upgrade was replaced with the "Recalibrated Explosives" upgrade.

"Recalibrated Explosives" upgrade:

Increases the Seeker Missile unit's tracking range by 50% (13 to 19.5).

Increases the Seeker Missile's damage by 30%.





Protoss



Tempest



Increase supply count from 4 to 6.

Anti-ground damage increased from 30 to 35, but no change to Anti-air damage.

Anti-ground weapon range from 15 to 8.

Disruption Blast:

Tempest charges up for 4 seconds, and then stuns enemy ground units and ground structures in the target area for 7 seconds.

Cast range is 10.

Area of effect radius is 1.95.

43 second cooldown.





Zealot



The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.85 to 4.13.





Carrier



Removed the Release Interceptor ability.

Interceptor cost reduced from 25 minerals to 5 minerals, and autobuild is enabled from the start.





Void Ray



Void Ray's speed increased from 3.15 to 3.5.





Dark Templar



New Ability: Shadow Stride

Allows the Dark Templar to teleport a short distance.

Cooldown of 21 seconds.

Creates a visible smoke-effect upon being cast.

Research from Dark Shrine.

100/100 cost.

121 research time.





Warp Prism



Warp Prism's health maximum reduced from 100 to 80.





Adept



Adept Shade Vision reduced from 9 to 2.





Zerg



Swarm Host



Swarm Host cost reduced from 150/100 to 100/75.

Increased Locust Swoop range from 4 to 6.

Locust Acid Spit weapon damage decreased from 12 to 10.





Hydralisk



Base attack range stays at 5.

“Evolve Muscular Augments was split into two separate upgrades:

"Evolve Muscular Augments" upgrade will increase the Hydralisk basemovement speed by 25%.

Cost 150/150

Research time: 71

"Evolve Grooved Spines" upgrade will increase the Hydralisk attack range by +2.

Cost 100/100

Research time: 71





Baneling



The Centrifugal Hooks upgrade now also provides a +10 health buff to Banelings.





Infestor



Has a collision radius while burrowed (but smaller than normal).

Can cast all abilities while burrowed.





Brood Lord



Range reduced from to 11 to 10.





Ultralisk



Base armor increased from 1 to 2.

Armor provided by Chitinous Plating upgrade reduced from 4 to 2.





Edit: Coincidentally Blizzard just released a Multiplayer Preview Video, so check out David Kim's thoughts behind these changes!



It has been months since the big patch that will change the balance and design of of many parts of LotV has been announced. Since then many more changes have been made every few weeks and it has not been easy to keep track of all of them. During the GSL test map tournament I've seen posts like "has the cyclone health changed as well?" more than once and often nobody really knows for sure. (Btw it has been changed from 120 to 180.)So here are all the changes between the current live version and the balance test map in one place! This is the source and I incorporated all the updates into the original changes and left out bug fixes. Tell me if I missed anything!Edit: Coincidentally Blizzard just released a Multiplayer Preview Video, so check out David Kim's thoughts behind these changes! Maru and Serral are probably top 5.

IcemanAsi Profile Joined March 2011 Israel 672 Posts #2 Thanks for this!

Beelzebro Profile Joined April 2012 United Kingdom 45 Posts #3 thanks, this was helpful. the ongoing GSL tournament has showed some really great games "as full and bright as I am, this light is not my own and, a million light reflections... pass over me"

Musicus Profile Joined August 2011 Germany 23393 Posts #4 My pleasure! I remembered we had a thread like this for the changes from HotS to LotV and it was super helpful, so I thought having a smaller version for this patch would be cool. Maru and Serral are probably top 5.

SlammerSC2 Profile Joined April 2013 77 Posts Last Edited: 2016-11-14 14:32:52 #5 Doesent Immortals still hardcounter the fuck out of Siegetanks in testmod? sorry for the language

Ryu3600 Profile Joined January 2016 Canada 468 Posts #6 My only question is, When is the patch expected to be released? Maru is the best Terran ever.

CynicalDeath Profile Joined January 2012 Italy 2490 Posts Last Edited: 2016-11-14 14:28:23 #7



...thanks for this! On November 14 2016 23:26 Ryu3600 wrote:

My only question is, When is the patch expected to be released?



...should be on the 22 if I got that right... ...should be on the 22 if I got that right... Liquipedia SC2 LP Staff - My Life for Aiur - Let the Metal flow - @Cynical_Death

Musicus Profile Joined August 2011 Germany 23393 Posts #8 On November 14 2016 23:26 Ryu3600 wrote:

My only question is, When is the patch expected to be released?

They are currently aiming for November 22nd. So HSC will still be played on the old patch. They are currently aiming for November 22nd. So HSC will still be played on the old patch. Maru and Serral are probably top 5.

StarscreamG1 Profile Joined February 2011 Portugal 1649 Posts #9 Thanks!

[PkF] Wire Profile Joined March 2013 France 22019 Posts #10 can't say I'm too excited about most of the changes, but I'll give it a serious try.

Salteador Neo Profile Blog Joined August 2009 Andorra 5590 Posts #11 Thanks a ton for this, really needed such a thread :D



Protoss changes are just boring, terran looks fun and zerg gets midgame mad buffs (hydra, bane, infestor). Revolutionist fan

Poopi Profile Blog Joined November 2010 France 9763 Posts #12 Thanks so much it makes the game more understandable but it's a bit weird. Cyclones don't aa air but they can lock air? So they could attack air without locking before?

What is the difference between auto lock and no auto lock, I have played a few games with cyclone pre patch and I still don't get how they work, such a weird unit. In Starcraft 2, money is gained through consistency accross all patches, legacy is built through snowballing the good patches for tournament wins.

Musicus Profile Joined August 2011 Germany 23393 Posts #13 On November 14 2016 23:45 Salteador Neo wrote:

Thanks a ton for this, really needed such a thread :D



Protoss changes are just boring, terran looks fun and zerg gets midgame mad buffs (hydra, bane, infestor).

Don't forget the Swarm Host! :D Don't forget the Swarm Host! :D Maru and Serral are probably top 5.

JimmyJRaynor Profile Blog Joined April 2010 Canada 14079 Posts #14 thx for creating this.. u pwn. Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"

Elentos Profile Blog Joined February 2015 52927 Posts #15 On November 14 2016 23:48 Poopi wrote:

Thanks so much it makes the game more understandable but it's a bit weird. Cyclones don't aa air but they can lock air? So they could attack air without locking before?

What is the difference between auto lock and no auto lock, I have played a few games with cyclone pre patch and I still don't get how they work, such a weird unit.

Auto lock = lock-on is casted on the first target that gets in range

No auto lock = you need to use the hotkey and target something



Cyclones after the patch will have a regular anti-ground attack (pew pew pew hundreds of missiles) and a very weak version of lock-on (it does like 160 damage over 14 seconds so 1 cyclone can't even kill an overlord) that you need to use manually and that only works on air units.



Before the patch cyclones automatically lock-on to targets (unless you disable the automatic use of the ability) both on the ground and in the air. But they also have a basic attack (that many people probably don't see very often because for all intents and purposes lock-on is the main use of the cyclone on the current patch) against both ground and air targets that they only use when lock-on is on cooldown. Auto lock = lock-on is casted on the first target that gets in rangeNo auto lock = you need to use the hotkey and target somethingCyclones after the patch will have a regular anti-ground attack (pew pew pew hundreds of missiles) and a very weak version of lock-on (it does like 160 damage over 14 seconds so 1 cyclone can't even kill an overlord) that you need to use manually and that only works on air units.Before the patch cyclones automatically lock-on to targets (unless you disable the automatic use of the ability) both on the ground and in the air. But they also have a basic attack (that many people probably don't see very often because for all intents and purposes lock-on is the main use of the cyclone on the current patch) against both ground and air targets that they only use when lock-on is on cooldown. Every 60 seconds in Africa, a minute passes.

MockHamill Profile Joined March 2010 Sweden 1698 Posts Last Edited: 2016-11-14 15:04:13 #16 On November 14 2016 23:20 SlammerSC2 wrote:

Doesent Immortals still hardcounter the fuck out of Siegetanks in testmod? sorry for the language



Mech is still not viable in any matchup except if you by mech means factory units supported by air units. If by mech you mean mass viking/raven/liberator after having enough tanks to secure your third, then mech is viable in TvT.



In TvP immortals are more of a soft counter. The problem here is phoenix openers hard countering mech openers, adepts shading straight into your tanks lines and disruptors making it really awkard trying to engage the Protoss army. Add warp prisms, blink stalkers, carrrier with almost free interceptors on top of that and I doubt any player will use mech in TvP if they want to win.



In TvZ Hydras are really strong against mech. And Vipers are still the strongest hardcounter to mech in the entire game, if Vipers were toned down then maybe mech would be somewhat viable in TvZ.



So it is a good thing that flying tanks were removed. But mech still does not work (except for maybe in TvT). Mech is still not viable in any matchup except if you by mech means factory units supported by air units. If by mech you mean mass viking/raven/liberator after having enough tanks to secure your third, then mech is viable in TvT.In TvP immortals are more of a soft counter. The problem here is phoenix openers hard countering mech openers, adepts shading straight into your tanks lines and disruptors making it really awkard trying to engage the Protoss army. Add warp prisms, blink stalkers, carrrier with almost free interceptors on top of that and I doubt any player will use mech in TvP if they want to win.In TvZ Hydras are really strong against mech. And Vipers are still the strongest hardcounter to mech in the entire game, if Vipers were toned down then maybe mech would be somewhat viable in TvZ.So it is a good thing that flying tanks were removed. But mech still does not work (except for maybe in TvT).

Musicus Profile Joined August 2011 Germany 23393 Posts #17



http://www.teamliquid.net/forum/starcraft-2/516357-major-balance-patch-poll Since we now have a nice overview, go ahead and vote in some polls! Maru and Serral are probably top 5.

Edowyth Profile Joined October 2010 United States 183 Posts #18 The Protoss changes are ... less than inspiring.



I'm not sure any Protoss player will be having more fun (or displaying more skill) in the new patch than in the current game. "Q. How do I check a valid [e-]mail address? A. You can't, at least, not in real time. Bummer, eh?" /r/programming

Of course, you could just send them a validation email.

ArtyK Profile Joined June 2011 France 3111 Posts Last Edited: 2016-11-14 16:29:11 #19 Considering the most effective composition currently used in ZvP, and looking at the changes for each race, i don't see how protoss isn't gonna get absolutely destroyed by this patch in the matchup.



For TvP and TvZ no clue how this will look though, so many big changes.

Blink DT's seems completly pointless and i liked tankivacs, but i'm glad we finally see that 6 supply tempest, better carrier and BC, and the ultra nerf done right. Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m

straycat Profile Blog Joined May 2011 228 Posts #20 So, ultra nerf is good, I guess, since terran players seem to die a little on the inside when they enter the field.



Tankivac change is boring. It could be frustrating as a zerg sometimes to deal with tankivacs, but it does look cool and gives a nice feel to the bio army. Somehow I think the stationary tank is a bit of a nerf to the tank.



Fungal from BURROWED?? Surely you jest, sirs and madams??!1++1 Feels like it will lead to arbitrarily decided matches. Or that terran will play mech always onwards? Or Jesus, haha, mind control from burrowed. "Ooh was that your own disruptor that shot you in the face?"



-Light dam on libs feels good as a zerg. Not too bad if they don't go through with it tho.



The cyclone I don't even understand. I can't picture what kind of unit it will be from the delta description. Eh.



Blink DTs?? How do they even come up with this? Can they blink to high ground? Potential for a super cute build in PvT or something maybe?









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