It’s available on all servers. All changes are ready for implementation…
Terran - TvP Mech (Hellbat, Cyclone, Raven)
The goal of these Terran changes is to make TvP Mech more viable, without making Mech more powerful in TvZ and TvT.
- Hellbat biological attribute tag removed
Hellbats now no longer take bonus damage from Archons, this allows the Hellbat survive longer in engagements against Protoss ground armies that have Archons in them. This greatly helps Mech and even Bio against Zealot-Archon in TvP.
Additionally this means Hellbats cannot be targeted by the Ghosts Steady Targeting ability, can’t be healed by Medivacs and doesn’t take bonus damage from Spore Crawlers.
- Range increased from 5 to 6
This changes makes it so Cyclones will always stay behind the 5 range Hellions when attacking regardless if the Cyclone is auto-attacking or using Lock On(7 range). It also gives Hellion-Cyclone-Tank very similar playstyle dynamics and feel to Vulture-Goliath-Tank from Broodwar.
- Cost decreased from 100/200 to 100/150
Ravens can now be more easily added to mid-late game Mech army compositions as support due to the reduced the gas cost.
Zerg - Ultralisk
- Push Priority increased from 10 to 11
Ultralisk can now push all units in front of it out of the way. Ultralisk can now be mixed into any Zerg ground composition without ending up stuck dancing behind them during engagements because of pathing issues.
Protoss - Mid game Adepts, PvP Sentrys, PvP Disruptors
The goal of these Protoss changes are to make Protoss better in PvZ and PvP, without making them stronger in TvP.
- Can now target air units
The Adept now has significantly more mid-late game utility and core unit viability, as a Stalker alternative and complement for AA. It can be used as a response to Mutalisk and Locust in ZvP, Phoenix and Interceptors in PvP, Ravens and Banshees in PvT. In mid-late game PvT fights they can also be used to shade under sieged Liberators and in early ZvP they can be used to attack overlords similar to what Terran does with Marines in early ZvT. This change has no impact on using the Adept for worker harassment, timing attacks and fighting ground targets.
- Force Field now blocks the Adept Psionic Transfer.
- Force Field now blocks the Disruptor Purification Nova.
These changes provide more early game stability against Adept timings and provide counter play in the mid-game against Disruptors. The Sentry becomes more viable and vital all game long in PvP.
- Damage changed from 145(+55 vs Shields) to 145
This change reduces the power of the Disruptor in PvP, the power of Disruptors in numbers in PvP, and reduces the number of game ending moments caused by Disruptors in PvP. Disruptors are now less dominating in the PvP match up, allowing for more PvP ground unit composition variety such as the usage of Colussus.