All,
It has been quite some time since the last balance patch, most say it is very unlikely, but I still have hope that Blizzard cares somewhat about the community even with the Activision overlords shadowing them.
For anyone who says the game is balanced, I think a game, a masterpiece, and just about anything can be perfected. SC2 is balanced in a sense but not completely, and even minor changes can make for a much better result in product, and will make for much more exciting games.
General changes I think that are needed,
Protoss/Stalker ground armies need a late game buff, air needs a nerf.
Zerg needs a stronger A-A option
Terran widow mines should be less effective late game, mech army should be more mobile late game.
More specific changes that would require some work,
PROTOSS
- Protoss/Stalker range increase, or spell to cast that makes for stronger anti-air.
- Move hallucination to Adept, make it just an orb for scouting while the Adept remains stationary
- Give Sentry late game ability that increases stalker range or A-A damage for a short time.
- Increase carrier interceptor cost to 15-20 minerals each, and remove autocast on building interceptors to require more micromanagement.
- Void ray speed values swapped between prismatic alignment, and not.
*Voidray has 25% speed reduction then current value on regular movement, but gains increased speed on prismatic alignment. This will make for more difficult decisions to be made on when this is used, and if the voidrays can retreat properly once PA ends. It will also offer a more aggressive and committed push for engaging attacks.
ZERG
(this is a lot, so stay with me)
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Zerg Nydus worm no longer generates creep and has TTL,
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Hydra is tier 1 unit with lower stats but still able to get to existing 3/3/3 Hydra stats late game.
*Hydra now has, 4 range, +2 with upgrade
*costs 1 supply
*cost 75/25 with 80 health doing 10 dps -
Spore requires EVO chamber
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Spine crawler now does 5 extra damage to light units rather than armored units
(All of the above means less of a reliance on Queens, with that said). -
Queen Acid spine attacks reserved only for air
*Queen ground attack Talons now deal 4 damage, with splash effect (releasing a âgas emissionâ resulting in another 4 damage (for clumped up units attacking queen front) This can benefit the queen more when using proper micro -
Queen transfuse REMOVED
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Queen new energy ability that grants vision to a nearby overlord for 8 seconds with animation on overlord.
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Queen health recharges an additional .5 a second when on creep
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Transfuse now added to Infestor, removed MICROBIAL SHROUD
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Swarm host can mutate (with upgrade) into Scourge Host.
*Scourge host, anti-air only unit similar to existing locust, but acts as a kamikaze unit.
*Slow build up on movement but has movement acceleration after 3 seconds of continued movement (for predetermined attacks)
*25-35 health, deals 100-120 damage (both with upgrades), has a 20 second timed life. *Eggs land on ground before hatching into air to offer a moment of vulnerability. -
Lurker adaptive talons no longer decreases burrow time, but Lurker now has 1.5 speed multiplier on creep (rather than 1.3)
*Adaptive talons upgrade cost reduced to 100/50, 50 second upgrade time. -
Overlord generate creep reduced from 11 seconds, to 5 seconds
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Ultralisk speed reduced back to 2.25, but has new upgrade, ANABOLIC FRENZY
*Anabolic Frenzy allows the ultralisk to increase in speed as it absorbs more damage
*Stacks 3 times when health is reduced by 50/75/150 and remains permanent until health is regenerated or transfused back to previous values. Must take place in 3 separate attacks, meaning a Yamato cannot bring Ultralisk to max level.
*unit becomes enraged on activation with a red, brighter hue within each stage
*Healing of this unit based on these thresholds causes the ability to revert back or completely end at full health.
TERRAN
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Increase size of widow mine presence by .5 and radius of widow mine burrow by an additional .5
*This prevents widow mines from clumping together as much, but still offer the same effect as before early game. (Think of Burrowed Swarm host proximity) -
Thor late game upgrade, Reactive Treads
*Reactive treads allows for a 1.5 second dash in any direction at 4.75 speed
*Cannot attack air during this 2 second duration, prioritizes ground -
Increase Reaper damage to structures by a multiplier of 2 (with upgrade)
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Reaper now has proximity scan ability
*Proximity scan, a late game ability, allows reaper to grant vision within his surrounding area -
Command Center supply depot âdropâ now caps depot health when injured, or adds a total of 100 health to supply depot. (150 health with base armor upgrade, 2 armor with Neosteel upgrade.
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Cyclone, revert change to armor (120HP) and Cyclone now starts with 150 HP.
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Base damage attack range remains at 5, but lock on range reverted from 7 - 6
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Engineering bay, High sec-auto tracking now grants back +1 to Cyclone lockon target range
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Neosteel upgrade no longer upgrades bunker by capacity of 2, but increases range of bunker by 2.
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Command center now able to transport 12 scvs at a time, without Neosteel upgrade.
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Viking Hull Fortify upgrade
Adds 10 HP to viking when they are 75% low on health
*Hull Breach animation in automatic, but takes 2 seconds to equip (so essentially forcing unit to kite for 2 seconds to prevent destruction). Still able to attack during this animation, but added health wont be applied until after the animation completes.