Knowing that we’re staring down the barrel of another patch soon™, I wanted to give my honest thoughts about some things that I feel could use some changes, what I personally would change, and why I would change them. A lot of the changes aim to return power to units that were significantly neutered in the name of “balancing the frustration out of the game”, and in doing so, hopefully increases the viability of some early game builds, timings and cheeses that we used to see.
Protoss:
NEXUS
The nexus changes I suggest below aim at curbing the strength of Recharge and how early Protoss can get access to and utilize chronoboost. As Protoss’ various nexus mechanics don’t require any investment to utilize unlike both Terran and Protoss, the aim here is to force decision making in the early and mid-game and hopefully slow down the expansion rate marginally.
- Nexus starts with 0 energy on spawn/build complete.
- Energy recharge cooldown increased to 75 seconds.
ADEPT
Adepts are rather polarising; as units they’re incredibly hard to balance due to their ability to shade and effectively be in two places at once, never taking a bad fight. But they’re incredibly niche units in their current iteration, and serve very little purpose outside of one specific timing, and early scouting with the shade. This change will hopefully make them marginally better in the mid-game with upgrades.
- Adept upgrade scaling modified from 1(+1 vs light) to 2(+2) vs light per upgrade
- Adepts now do 12(+10 vs light) - originally 10(+12 vs light)
- New upgrade: Psy-sync Gauntlets - increase base range to 5, from 4.
ROBO UNITS
Robo openings and Robo bay tech feels like it’s the “lesser option” currently. In tandem with the Energy Recharge nerfs these changes aim to make the colossus and disruptor slightly more consistent by giving just a little bit of strength back. For the disruptor specifically, this also aims to make misses marginally less punishing, while also rewarding good aim. Additionally, the immortal change aims to re-introduce some of the early aggressive options that used to be available.
- Colossus buffed from 10(+5)x2 to 12(+3)x2 - (alternative option, this is added as a research for colossus, allowing for a strategic choice to be made between Thermal lance and the additional damage as to which would be more beneficial in particular situations).
- Disruptor radius increased to 1.75
- Disruptor now has tiered splash zones. 1.75 - 50 damage, 1.5 - 100 damage, 1.25 - 145 damage
- Disruptor Purification nova cool-down reverted to 21.4 (from 17).
- Immortal attack cooldown reverted to 1.04 (down from 1.14)
HIGH TEMPLAR
Given Protoss’ general AOE and zoning ability with the above changes, Storm’s redesign is no longer necessary (lets be honest, it wasn’t necessary in the first place). The changes to Storm were fairly polarising on all sides, and the current Storm is mostly a side grade of the original due to the larger AOE radius, so we’re reverting it back to the original version.
- Storm reverted to original values (9 cast range, 2 second duration, 80 damage, 1.75 radius)
MOTHERSHIP
The Mothership in PvZ has become extremely prevalent. While this isn’t a bad thing, it’s redesign has given it some extreme power that Zerg has very little way of dealing with effectively. This change aims to curb some of that power without completely removing it.
- Heavyweight - Mothership is abductable again, but only travels half distance when abducted.
VOID RAY
This change aims at slightly increasing the viability of early aggression from the lesser used void-ray, without swinging to far and making skytoss to prevalent as an option.
- Void-ray build time decreased to 40 seconds (from 43)
Terran:
BUNKER
The change to bunkers, and to worker attack range, made proxy rax builds significantly less viable. This change is being made in an effort to bring back some of the more interesting early game options.
- Bunkers can now be salvaged while under attack.
SIEGE TANK
This change was, frankly, a stupid change and should never have been made in the first place, so I’m reverting it.
- Siege Tanks can be abducted again
HELLBAT
Another silly change that was completely unnecessary. Reverted.
- Hellbats now gain +light damage on upgrade scaling again - +2(+1 vs light), from +2.
WIDOW MINE
The Widow Mine was a linchepin of TvP, and it’s nerfs have effectively gutted Terran’s ability to actually play the matchup. These changes aim to restore widow mine’s ability to properly deal with Zealots as well as punish players for not having proper map awareness and/or map vision, and maybe open a new build order up.
- Widow mine splash damage reverted to radius 1.75.
- alert changed to start on targeting instead of burrow start.
- Drilling Claws research time increased to 100 seconds (from 79)
- Drilling claws research cost increased to 100/100 (from 75/75)
- Drilling claws no longer requires an armoury to research
BATTLECRUISER
Battlecruisers are a rather interesting conundrum. On the one hand, Tactical Jump is an incredibly powerful tool, and in tandem with BC’s very high HP and armour values, it’s quite strong as an early harassment, especially against Zerg, and can be a lot of fun to use. On the other hand, I feel that tactical jump is just a little too safe, and in tandem with Yamato, it allows for massive damage on a very rapid scale, before jumping away with little opportunity to effectively deal with it.
However, the BC is also incredibly useless as a lategame unit without either of these abilities due to being a short range, slow moving unit, effectively making it a unit that requires you to mass before it can become effective, and in many cases, it still fails to do that because of those traits.
As such, without doing a complete redesign of the Battlecruiser from the ground up, it’s very difficult to address the numerous problems that the BC actually has on multiple fronts, so I’ve opted to lean more into the anti-ground nature that Blizzard initially started down years ago, while also forcing players to make a decision between keeping their unit alive but doing less damage, and dealing more damage but potentially losing their units as a result.
- Tactical Jump now goes on cooldown when Yamato is used. Yamato goes on cooldown when Tactical Jump is used.
- New upgrade: Electro-Optical Sensor - 150/150, 100 seconds - Increases air to Ground range by 2. AtG Auto attack damage increased to 10 damage (from 8).
GHOST
Ghosts are another polarising unit. They’re very, very powerful, but the nature of how Terran functions also means that any late-game is basically always going to revolve around them for a variety of reasons. Making them light units certainly helped reduce their general oppressiveness.
Given that Terran now has better tools in the early-game and has some additional power elsewhere in the late-game with some of the changes I’ve made, I feel relatively comfortable dropping their HP back to 100. This will allow upgraded banes to 3 shot ghosts (instead of 4), while colossus will 4 shot them (instead of 5 at 125), allowing for more clear counter-play to them.
- Ghost now have 100 hp.
LIBERATOR
Liberators received both justified and unjustified nerfs over the years. I completely agree that Advanced Ballistics should not have the extended vision within the circle when they siege up that they previously did, however I think the additional vision nerf on the liberator itself was overkill. These changes aim to restore some of the power to late-game liberators without making them completely stupid again, and also aims to make it so that liberators without Advanced Ballistics can utilize the full radius of their circle again.
Finally, something that bothered me was in relation to their Anti-air attack. In the past, they have been incredibly powerful, but I feel their was better ways to nerf them rather than just straight up making their anti-air effectively useless. This should marginally improve their anti-air against light units, which their anti-air was originally supposed to be effective against.
- Liberators now have 10 sight range again.
- Advanced Ballistics now grants 3 additional range instead of 2.
- Liberator air attacks now have tiered splash damage: 1.5 - 5 damage (current) 1.0 - 5(+2 vs light) damage.
RAVEN
Raven openings have been pretty much neutered into nonexistence over the last few years in pretty much every matchup that isn’t TvT. While Interference matrix changes were warranted, as the ability to shut-down two colossus in rapid succession from raven openings was very powerful, I do think that some of the changes made to them was definitely overkill. These changes aim to give a little more agency to early raven openings without completely reverting the changes that were made, and aim to also restore some consistency to upgrade behaviour.
- Raven Auto turret life time increased to 10 (from 7.9)
- Raven Auto turrets now benefit from Neosteel plating again (0 armour to 2 on upgrade completion).
VIKING
Vikings are fragile units that are relatively slow compared to the things they’re meant to counter, and are particularly vulnerable to splash. This change aims to make vikings very slightly less fragile, but reverts their cheaper cost to make them slightly harder to mass.
- Viking base armour increased to 1 (up from 0)
- Viking cost reverted to 150/75 (from 125/75)
Zerg:
VIPER
Already explained this viper change above in their respective sections, no more explanation needed.
- Vipers can target Tanks and Motherships again.
LURKER
A unit that I’ve got personal gripes with due to it’s design utterly breaking everything a siege unit is supposed to be, these changes aim to lean more into its ranged aspect while neutering it’s frankly utterly absurd mobility.
- Lurker burrow speed and movement speed upgrade removed.
- Lurkers 9 range at base (up from 8).
- Seismic spines increases range to 11.
OVERLORD
Hatch tech overlord drops used to be something that could punish early game greed, but probably required slightly less investment to pull off than it should have. This change aims to bring back some early/mid-game diversity by making it slightly easier to punish early greed, while also making the investment to do so meaningful to create strategic decision making.
- Overlord drop now requires evolution chamber instead of lair. Available at hatch tech.
- Morph Ventral Sacs now costs 50/25 (up from 25/25)
RAVAGER
The Ravager morph time of old was to fast, but the nerf that it received frankly gutted most early Ravager builds and was far to heavy handed, so this change aims to give some of that morph speed back and hopefully give some early agency and aggressive options back to Zerg again.
- Ravager morph time dropped to 10 seconds from 12.
QUEEN
Queen cost change was completely unnecessary, especially given how neutered Zerg has been over the last few years. Additionally, the creep change aims at reintroducing a little bit more control and skill to creep spread.
- Queens now cost 150 minerals.
- Creep tumours can now be cancelled from the spawning tumour.
INFESTOR
Microbial shroud has a lot of potential; potential that, to some extent, we did see in patch 5.0.16. However, the changes went far to far. I’m aiming to give Zerg some more flexibility with the infestor’s spells and make some interesting strategic decisions with it.
Additionally, I’m aiming to reintroduce consistency across the races by making all ground spell-casters have an auto attack.
- Microbial Shroud no longer requires a research. 75 energy, 30% damage reduction from ranged units.
- Microbial Shroud now persists on units after they leave the zone for 2 seconds
- Infestor now has an auto attack like the High Templar and the Ghost.
BANELING
Bane nerfs really, really hit PvZ very hard, in tandem with the inability to punish early greed. It made them significantly less effective against zealots, and additionally means that banes couldn’t one-shot probes and drones at +2. This change aims to give that power back.
- Banelings now get +light damage scaling on upgrades again.
Please tell me what you guys think - what should stay, what should go and why!