Guiding principles
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Downscale worker harass
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Symmetric balance
Late game units
Mostly all-around nerfs. Mechanics that screwed with the AI of other units have been removed. BC harass nerfed, moderate reduction in hp.
Carrier
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Interceptors are invulnerable, and untargettable. Carrier start with 6.
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Health reverted to previous patch which was 250/150 hp/shield, compared to the current 300/150.
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Maximum interceptor count reduced to 6
Brood lord
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Broodlings are invulnerable, untargettable, and have zero collision (anything except other broodlings can walk over/through them)
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movement speed increased from 1.97 to 2.26 (15% increase)
Battlecruiser
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Tactical jump replaced with medivac speed boost
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HP decreased from 550 to 450
Spell casters
In general I think spellcasters are too strong. In principle anti-spell abilities like feedback and snipe(yea I know its not really anti-spell, but anti-important unit), should actually be able to mitigate other spellcasters. However, we’re at the point were spells like feedback have less effective range than fungal/emp, and snipe basically countered by any DoT spell. Personally, I think zerg should have some form of anti-energy spell.
Infestor
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Fungal growth range decreased from 10 to 8
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Infested terrans energy increased from 25 to 50
High templar
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Feedback damage reverted to 1 damage per energy drained
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Range increased to 10 from 9
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Psi storm range decreased to 8 from 9
Ghost
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EMP range decreased to 8 from 10
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Snipe is no longer canceled if the ghost takes damage
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Snipe damage changed from 170 armor ignoring, to 70 damage (170 vs massive).
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Leash range of snipe is set to 12.5. So if a unit is currently being targeted, the spell can be nullified by moving the unit out of range.
Harrass
Workers
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Probes, SCV, and drones have their hp changed to 45/15, 65/0, and 60 respectively.
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Cannons, pylons and bunkers in the build phase take 200% more damage