I would like to propose to SC2 Community Balance Council a few suggested changes…
Terran Adjustments
Overall goal is to strengthen Terran’s mid-game versatility with improving Hellbat and Reaper while curbing early-game Battlecruiser harass, make Ghost more vulnerable to anti-light units and add slightly more risk to Medivac boosting.
Ghosts are extremely powerful infantry units, and should be more vulnerable to Banelings in TvZ and Colossus’ in TvP. For Hellbat, the Light Tag should be removed to make unit more resilient to said units. As Archons deal bonus damage to Biological, I also suggest removing Biological Tag from Hellbat to encourage more mech against Protoss. As Reapers fall off after early game, I would like to propose a new upgrade that makes Reaper grenades deal bonus damage vs structures. For Medivac, there should be more drawbacks for constant boosting, therefore increasing cooldown of afterburners adds more risk. For Battlecruiser, the unit would be unviable without TJ, but should require an upgrade at Fusion Core to delay opponent from teleporting directly into mineral line to provide more time for counter-play. However, to keep total cost to upgrade Battlecruisers the same, the Weapon Refit no longer requires an upgrade and comes stock.
Ghost
- Add the Light Tag.
Hellbat
- Remove the Light and Biological Tags.
Reaper
- New research: Incendiary Charges
- Cost: 100/100, 79 seconds
- Research from: Tech Lab
- When KD8 Charge explodes, it deals +50 bonus damage vs. structures.
Medivac
- Ignite Afterburners cooldown increased from 14 seconds to 20 seconds.
Battlecruiser
- Weapon Refit no longer requires upgrade (removed from Fusion Core).
- Tactical Jump now requires upgrade at Fusion Core.
- New research: Jump Drive
- Cost: 150/150, 100 seconds
- Research from: Fusion Core
- Enables use of the Battlecruiser’s Tactical Jump.
Protoss Adjustments
Discussion
Overall goal is to improve utility of Sentry, tone down early-game fast warp-in of Warp Prism (can be improved via new upgrade), offer more durability for the Colossus and tone down skytoss.
To improve Sentry, it would be good to extend range of Guardian Shield by 1 to be more reliable in protecting Zealots. Right now, when Sentry and Zealots attack front line, Zealots are always just outside range of shield. For Warp Prism, it should have slow warp-in by default and can be improved to fast warp-in through new upgrade at Robotics Bay. To improve durability for the Colossus, I would like to propose a new upgrade at Robotics Bay to enhance its shields. To tone down skytoss, increase the cost of building Carrier’s interceptors.
Sentry
- Guardian Shield radius increased from 4.5 to 5.5.
Warp Prism
- Warp Prism has slow warp-in by default.
- New research: Warp Matrix
- Cost: 100/100, 57 seconds
- Research from: Robotics Bay
- Warp Prism gains Warp Conduit (e.g. fast warp-in) and upgrade increases pick up range from 5 to 6.
Colossus
- New research: Null-Flux Generator
- Cost: 150/150, 100 seconds
- Research from: Robotics Bay
- Enhances the defensive qualities of the colossus’ shield by increasing maximum shield from 100 to 150.
Robotics Facility
- Cost increased from 150/100 to 200/100.
Carrier
- Interceptors can no longer be auto-built (must be manually built).
- Interceptor cost increased from 15 minerals to 20 minerals.
Zerg Adjustments
Discussion
Overall goal is to improve the iconic unit composition of Muta Ling Bane, improve anti-air support of Hydra, and promote more sneaky play with Burrow.
After many nerfs to Baneling, it should receive similar push treatment like Ultralisk as many times they get stuck behind allied units and get wasted before coming into contact with enemy. A new upgrade at Baneling Nest granting +5 HP might open up Hatchery strategies as it doesn’t require Lair, and Banelings will be able to survive 2 Roach attacks.
As Mutalisk is rarely seen and very gas intensive, decreasing gas cost while increasing mineral cost (overall cost same) will help offset high gas investment of Muta Ling Bane composition. To improve Mutalisk survivability, add upgrade at Spire to improve their innate tissue regeneration. To help improve Muta window of viability, I would like to propose a build time reduction for Spire and Greater Spire. Lastly, to offer a real transition, a new evolution will allow them to morph into Vipers and fits their namesake.
However, to prevent Mutalisk from dominating ZvZ, Grooved Spines upgrade of the Hydralisk will be +2 vs. Air (stay +1 vs. Ground). This will improve anti-air support of Hydralisk in all matchups.
Burrow
- Research time decreased from 71 seconds to 57 seconds.
Baneling
- Increased allied push priority from 0 to 1 (pushes units out of the way when moving).
- New research: Thickened Pustules
- Cost: 50/50, 57 seconds
- Research from: Baneling Nest
- Every Baneling gains +5 health (does NOT require Lair).
Mutalisk
- Cost changed from 100/100 to 125/75.
- Change Mutalisk Regeneration to recover health immediately after taking damage.
- New research: Hardened Carapace
- Cost: 200/200, 79 seconds
- Research from: Spire
- Increases the maximum HP of all Mutalisks from 120 HP to 140 HP. As a visual indicator for upgrade, the Mutalisk’s body will be slightly bulkier.
Spire / Greater Spire
- Build time for Spire and Greater Spire decreased from 71 seconds to 57 seconds.
Hydralisk
- Grooved Spines increases attack range of Hydralisks by +1 vs. Ground (+2 vs. Air).