Dank’s suggested patch!
This is going to be more in depth than just talking about units, wehich imo are mostly fine as is with very few adjustments needing to take place, outside of some slight adjustments to the units changed after the last WCS.
Maps:
Standardize map features. This means;
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No more mineral walls, or if they are present, they must be far away from gas Guyzers to prevent cheese mining them in a rush (building a refinery/extractor/assimilator and mining minerals, then gas until the mineral wall is breached)
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No more cannon edges in main bases which allow for 3 Pylons to wall with a 4x4 square free behind it for a cannon.
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No more Overlord pervy pillar on every.single.map.
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No more double entrances or extra wide entrances to the Nat.
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Only 1 small ledge avalible for Reapers to get into the main base from the 3rd (a lot of maps have this already but a few do not and instead have a gigantic ledge that would make Korhol City blush).
The goal of these changes is to prevent gimmicky allins or cheeses that are only viable because of bad map design and are NOT even remotely possible on standard map design. Additionally, these changes exist to make the map pool benign to every race, leveling the playing field since race-favored maps go extinct, in theory at least.
Zerg:
Queen
Health reduced from 175 to 150.
This is to lessen the issue of mass Queens shooing away pushes with next to no units, which is enabling some seriously broken Zerg late game scenarios too early.
Viper
Consume restores 25 energy over 14 seconds, down from 50.
This is to prevent the spaming of the Viper’s extremely powerful spells.
Swarm Host
Locusts cost 15 minerals each.
This removes the free unit, trading cooldown for units aspect of the Swarm Host, which is why it’s broken. Cost of the Locust may need to be adjusted further, depending on testing results.
Ultralisk
Can now push any allies or enemy unit out of the way while moving, provided they are not a massive or rooted unit.
This is to give a sorely needed Ultralisk buff as the unit is basically the easiest way to throw a game, currently.
Protoss
Tempest supply cost reduced to 3, from 5.
This allows a proper Tempest count to be fielded, when appropriate (BC,s Massed Liberators, massed Broodlords, etc) without cutting so deeply into the Protoss core army that you end up losing anyhow while retaining the restrictive cost and tech path to prevent spaming them too early.
Disruptor
Disruptor no longer rooted while using Purification Nova.
Purification Nova damage changed from 145+55 to shields to 75+50 to mechanical.
Purification Nova cooldown reduced from 21.4 seconds to 15 seconds.
This makes the Disruptor less binary as it can shoot more often while being less damaging as well as providing it with additional micro oppurtunities. Additionally, it takes away the power of +shield damage, making them more bearable in PvP.
Will need extensive testing vs bio to make sure it doesn’t invalidate the composition with a lower cooldown. If it does, then scrap this change.
Adept
Resonating Glaives allows Adepts to attack air units in addition to providing +45% attack speed.
Zealot
Charge baseline movement speed reduced from 4.725 to 4.5.
Charge deals 2(+2) damage on contact (for a total of 8 damage at +3 ground weapons).
Terran:
Thor
High Impact payload range changed from 11 to 9.
This is to prevent the Thor from out ranging all air units.
Battlecruiser
Tactical Jump now requires vision to use.
Yamato Cannon and Tactical Jump share a 71 second cooldown (unchanged cooldown duration)
Ghost
Enhanced Shockwaves additional Area only strips away energy and does not damage shields.