Starting with Zerg the pre 12 worker build orders that have been lost due to this change are: 6 Pool, 8 Pool, 9 Pool, 9 Pool Banes, 10 Pool, 10 Pool Banes. You can also argue about losing other builds (13/12 14/14) because they now hit at a different timings and are either more defensible or less transition able.
Protoss have lost: Proxy 2 Gate, Proxy Stalkers, Korean 4gate/builds using a faster gateway for all ins/pressure.
Terran has lost: Proxy 2 Rax, Proxy Reaper, Proxy Maruader, 2 Rax Reaper and certain gas first play, not to mention that like I said with zerg all these races are losing some builds that create things after 12 workers just because how all the timings have shifted.
That is not little in the way of choices like posted, there’s a lot of options there just because most of these aren’t used in all or most BO3 (except the early pools in ZvZ) doesn’t mean that you should cut all of them out of the game, oftentimes these builds lead to some of the most exciting games/controversial games.
Time saved from 12 Worker change
On to addressing the time you save with this change, I’m basing my numbers off when you can first build a army unit since this is when the first meaningful interaction could take place.
The builds I’m getting the information from are the typical macro builds in Lotv showed in the LOTUS tournament I will then compare this from builds used typical macro builds used in Hots which I will get from Proleague. The timings will then be done on sc2planner just to make sure it’s accurate. All the times listed are in realtime/lotv time not hots time.
Zerg
LOTV 13 Overlord 17 Hatch 18 Pool. Pool Finishes at 2:00
HOTS 9 Overlord 15 Hatch 16 Pool. Pool Finishes at 2:40
Protoss
LOTV 13 Pylon 15 Gate. Gate Finishes at 1:20
HOTS 9 Pylon 13 Gate. Gate Finishes at 1:58
LOTV 13 Pylon 18 Nexus 19 Gateway. Gate Finishes at 2:04
HOTS 9 Pylon 15 Nexus 16 Gateway. Gate Finishes at 2:41
Terran
LOTV 14 Depot 16 Rax. Rax Finishes at 1:27
HOTS 9 Depot 12 Rax. Rax Finishes at 1:56
LOTV 14 Depot 17 CC 18 Rax. Rax Finishes at 2:00
HOTS 9 Depot 15 CC 16 Rax. Rax Finishes at 2:46
I didn’t include a pool first because in Lotv there is no build that can stop a hatch first without a proper reaction from the Zerg meaning hatch first is the only build you should be doing.
Average Time Saved
Zerg 40 Seconds
Protoss 37.5 Seconds
Terran 37.5 Seconds
Conclusion
Blizzard did what they set out to do, they have reduced downtime but they have impacted other areas of the game to do so.
I started off with listing the builds that are directly affected, the reason I did this is because blizzard made the assertion that “the first few minutes of any game often grant little in the way of choices” this is just blatantly false. There are choices and they impact how the macro builds are played this is clearest in ZvZ and other mirror matchups. A 9 pool is a strong build against a 15 hatch and a pool later than 15 since you can deny the hatchery and place your own faster than they can replace theirs which puts you at a advantage, but if they went for a fast gas with that hatch first they now have a window of opportunity to use their quicker speed for aggression/map control to tip the game either into their favour or to even it up. Even though a 9 pool could be said to counter a hatch first, the hatch first player still has options because the other player sacrificed earlygame droning for that play meaning they will be on close to equal drone count.
With a 12 worker start everything is accelerated the time for things to happen is contracted making most forms of early aggression completely all in and non-transitional.
The second problem with a 12 worker start is how the infrastructure scales with your worker count, the builds I posted above are the smooth timings (Constant worker production and placing the expansion/unit production when the money is available) the problem is you also have 3/4 workers more than the smooth timings in Hots. A single worker mines roughly 30 minerals a minute so you’re gaining 90-120 more minerals a minute in your smooth timing build that you would’ve been doing in Hots. This naturally scales production much faster hurtling you towards the mid/lategame.
I vaguely remember DK talking about he wanted more distinct phases to the game, where different races can take map control with particular units and different times. This isn’t going to happen if everyone is on a fast track to 200/200.
Micro is the key goal for this game, micro is most visible/done at smaller supply counts when you get to higher supply counts micro is becomes less important (since the advantage from the micro is negligible in comparison to army positioning) If you want micro why speed up the path to 200/200 and deathball play?
One quick point to touch on is how 12 workers affects Overlord scouting, the first overlord comes at a reasonable time on most 2 player maps (fast enough to see if it’s a marine or reaper safely) but the second one is not vs T/P meaning scouting is much harder and since this is a game of information it’s a huge detriment to zerg.
I’m going to wrap the conclusion up since I feel a bit rambling and incoherent, I’m better at short snappy points rather than long exposition.