New patch is here ,fellow starcraft 2 enjoyers

Shield Battery

  • Starting Energy reduced from 100 to 50 outside of the nexus field

Dark Templar

  • Now have a 0.75s attack delay after blink

Void Ray

  • Build time increased from 37 to 43
  • Mineral cost increased from 200 to 250

Queen

  • Can no longer transfuse off creep

Widow Mine

  • Reduce the effectiveness of drilling claws by from 0.71 seconds to 1.07 seconds

Lurker

  • Reducing the effectiveness of adaptive talon from 0.71 seconds to 1.07 seconds

Nydus Worm

  • Increased starting creep by 1 unit in each direction around the worm once it spawns
5 Likes

Im just gonna sit here and smile :slight_smile: KEKW

2 Likes

Good minor patch. Ladder Protoss will have to work a bit harder, widow mines will be less likely to suddenly end PvTs, and people will continue to complain that Lurkers aren’t just worse Siege Tanks that require far more investment.

Really curious how the DT blink change affects late game PvT. I think DTs will still auto-snipe PFs.

They didn’t fix anything about the editor. Sigh.

1 Like

Did some quick testing on the Shield Battery change: You can build a nexus, start a couple batteries, and cancel the nexus to get max energy. Full energy proxy batteries may still be here if people can find a way to work in a spare 400 minerals (might be possible given it’s cancelled).

3 Likes

this patch isn’t helping anything. :frowning: what a waste.

3 Likes

Would be truly a waste if this was a regular game patch.
But it’s only a PTR patch for now, it can still have things added/removed/changed.

Please don’t change transfuse. Please don’t change transfuse. If anyone here is in contact with those in charge of balance can you express my concerns (hopefully among those of others others) about changing transfuse.

1 Like

Yet queen walk still real after all

Did…did you not read the notes?
No transfuse off creep completely stops the queen walk…their healing was the only reason that strat was effective.

1 Like

You can queen walk out of nidus close to protoss base as usual that happens

That’s not a queen walk…that’s a nydus…those are two completely different strats.

The queen walk cheese is low tech, you don’t even get a lair you just push with hatch tech. A lair delays the push by too much, lowers the amount of roaches you can afford, and would really only add the ability for ovis to drop creep. They used to call that the creep highway strat but it has a very low win rate due to how much later it comes. There’s also the German Taxi with dropper lords; but it suffers from the same pitfalls.

A nydus is its own cheese/late game pressure tactic which this change is not meant to effect.

3 Likes

Meh i saw lair plus queen walk with ravager

Brainstorming over the past couple of MONTHS and THIS is what comes out? Better off keeping the game as is than push this out. Doesn’t take a genius to see what’s wrong here. These changes are bad enough that I have to say it - whoever is coming out with these ideas is an idiot.

3 Likes

I am excited we are getting any patch at all. Still think Skytoss pvz will still be a thing. Not sure about the queen transfuse change, mainly because I am not sure if the SB and VR change is impactful enough to stop the toxic turtling into skytoss meta. If it is though, it is a welcomed change. Other than PvZ I think the game needs no changes so the rest I don’t really care for, although the Lurker change feels very fair.

It is also surprising that there is no nerf to the ghost, especially given that lurkers got slightly nerfed here. If queens are your solution for everything in the early game, ghosts are that for terran in the late game at least in TvZ.

I don’t understand the point of this change. DTs still will insta-kill PF after teleport. 2-3 seconds would make sense.

Very good change. From the very beginning of WOL queens should be designed in such way that they should NEVER participate in any offense, only defense + injects/creep spread

Same as DT change - won’t really affect the game much. It’s literally 0.3 seconds delay - not even noticeable.

I think I’ve seen a lair once in a professional queen walk and it failed. The commentators were very confused by the choice because it really isn’t a thing.

Not sure why you specified “lair with ravager”. Ravager doesn’t require lair and is normal to get with queen pushes.

1 Like

With all due respect, why should they be better siege tanks? They already have more health and burrow. They cost exactly 25 gas more than a siege tank, and produce much, much faster than tanks do, since you can batch produce.

They also have no actual downside to them other than they take research to get to their full power. Creep makes an already mobile unit hypermobile, and they can burrow and unburrow near instantly.

Even if you kept the movement speed, they shouldn’t ever be able to siege and unsiege that quickly, because it means catching them out of position means literally nothing.

Even without the mobility of the unit, Zerg already have literally the best vision mechanic in the game as well so seeing where an attack is coming from and being in place to defend it is almost trivial, by the time lurkers come out.

Personally I would prefer Seismic Spines to be lair tech but just remove Adaptive Talons as a trade off.

1 Like

Awesome stuff. Not sure about the DTs nerf, as planetaries are so strong and DTs are very expensive. Also wouldnt mind a little Protoss ground buff after these nerfs. But overall very nice changes, Im very hyped :slight_smile:

Tottaly disagree, this will fix alot of current problems, the void proxies, voids into carrers rushes, also make all the shield battery based cheeses abit weaker. I have some other ideas, but overall im quite happy.

4 Likes