Ultralisk
- Reduced size by 12.5%.
- Increase range slop from 1 to 1.4 (range target can move before miss).
This is a fairly decent buff to ultras. Less derpy dealing with pathing and makes them harder to kite.
Hydralisk
- Muscular Augments move speed bonus increased from 0.79 to 1.05.
- Damage point reduced from 0.15 to 0.1
Hydras are already fast this just makes them faster (why?). It does make them more microable though. Buffing hydras when they’re already meta woth hydra ling bane into Lurkers seems a little strange but I can understand the damage point buff to make micro being easier.
Brood Lord
- Move speed increased from 1.97 to 2.3.
This is a wild, left field buff that will rock the lategame in tandem with the other buffs and nerfs. Already strong Zerg lategame just gets stronger I guess.
Broodling
- Duration reduced from 5.71 to 3.57.
Offsets the broodlord buff very slightly, but not by much.
Ravager
- Build time increased from 12 to 17 seconds.
This is a pretty big nerf to early zerg roach/ravager pressure but outside of that has little consequence I think. It will make killing wounded roaches that are morphing easier, and will delay the timings a little as well. Outside of that, not much else here.
Overall with the changes that we have seen I’d argue that most of them are a net buff to Zerg, rather than being even or a net nerf. The creep changes (not mentioned in my post) are not particularly significant in the long run, but will mean spread is just a little slower.
Zerg lategame gets a drastic increase in strength, particularly with other nerfs in this patch.
Shield Battery
- Battery Overcharge recharge rate reduced from 200% to 150%
Can’t say I’m complaining, it was really overtuned early game in TvP, but I feel like groundtoss is going to struggle vs Zerg with this change, especially since Shield overcharge wasn’t that strong vs Zerg and this only makes it weaker.
Observer
- Move speed increased from 2.63 to 2.82.
- Model size increased by 17.5%.
Makes it faster but easier to spot with the model being bigger. Fair trade, I will wait to pass jusgement here.
Archon
Can now fit between single-gap walls. (Collision size with other units unaffected).
This is a good change. Should have happened years ago.
High Templar
Move speed increased from 2.63 to 2.82.
I’m… not sure how I feel about this. On the one hand it brings the templar more in line with other spell casters, namely ghost and infestor. On the other hand the templar already leans towards being deathbally, and this only further enables that and reduces (not removes) the need for skill expression with prism templar micro.
Disruptor
Purifier Orb radius reduced from 1.5 to 1.35.
As a Terran, I’m happy about this because the Disruptor is extremely oppressive in TvP lategame. However this also significantly reduces the ability to deal with Lurkers, and makes PvZ way harder for Protoss, which is a little concerning.
Carrier
- Interceptor shields reduced from 40 to 30.
- Interceptor attack target priority reduced from 20 to 19.
- Interceptor flying radius around target increased.
I… really don’t know what to make of this, mostly because I am unaware of how the targeting priority is in relation to other units protoss has. 19 is obviously less than 20, but I cant say how that effects targeting in general. I will say the nerf to interceptor health does mean its easier to DPS them down though.
Sentry
- Build time reduced from 26.4 to 22.9 seconds.
This is a nice little change that makes holding all ins easier. I don’t hate this change.
Forge
Level 1 upgrades research time reduced by 7 seconds.
Level 2 upgrades research time reduced by 9 seconds.
Level 3 upgrades research time reduced by 11 seconds.
I do hate this change though. Protoss already have arguably the fastest upgrades in the fame when you take into account chronoboost.
At current speed, level 1 ground weapons (129 seconds) with consistent chronoboost it takes 85 seconds to finish researching +1. For comparison, infantry weapons takes 114 seconds, which is al.ost a full 30 seconds slower than toss ground weapons.
With the buff, this brings you down to 122 seconds, or 80 seconds of research time with chrono for +1 ground. Which is absurdly quick. And its not like protoss upgrades are cheaper. +3 ground weapons is 200/200 compared to 250/250 for infantry.
So I can’t understand this change at all.
Ghost
- Enhanced Shockwaves upgrade removed.
- Base EMP radius increased from 1.5 to 1.75.
- Steady Targeting is canceled if the target moves more than 13.5 range away from the ghost while casting (Cast range is 10).
Enhaced shockwave nerf I can understand. 1.75 is a middle ground I can agree to. However the Steady targeting nerf effectively guts Terran’s lategame vs Zerg, since literally everything thats not an off creep queen or a slow overlord will be able to move that 3.5 range needed to escape ST’s range before it goes off.
I get that people feel ST needs a nerf, but this is questionable at best and at worst will uterly gut the unit in TvZ.
Banshee
- Hyperflight Rotors upgrade time reduced from 121 to 100 seconds.
- Hyperflight Rotors cost reduced from 150/150 to 125/125.
A nice little change but I dont really think it fixes the issues banshees have. Still, maybe we will see banshee hitsquads again. Who knows? I doubt it though.
Cyclone
- Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
I’m not sure how I feel about this change. On the one hand it does make it better vs light units, but most light units dont have the HP to have this matter. On the other hand, it also makes them significantly worse against the things they were supposed to counter. Ultras, BCs, thors, etc. Dealing with proxy void becomes more cancer as does dealing with BC rushes and the like. About the only thing this really improves is dealing with mutas and phoenix. Maybe. Im content to wait and see, but I’m not sure I like it.
Sensor Tower
Radar range reduced from 30 to 27.
…Why? This is a pretty big nerf, particularly for the slower mech play style, but I guess overall doesn’t effect much else.
Raven (rework)
- Gas cost reduced from 200 to 150.
- Build time reduced from 43 to 30 seconds.
- Starting Energy increased from 50 to 75.
- Interference Matrix duration reduced from 11 to 8 seconds.
- Anti-Armor Missile armor reduction reduced from 3 to 2.
- Corvid Reactor upgrade removed.
- Auto Turret energy cost increased from 50 to 75.
Gas cost reduction, starting energy increase, nice. The rest of this is absolute garbage and frankly only hurts the raven more than helps it IMO. It neuters auto turrets which already were very mediocre while also makes Ravens worse at its supporting role in every sense and still doesn’t solve the issue of why players don’t use ravens often outside of TvT. Combined with Colossus no longer walking forward when hit by IM it straight up removes the already rare Raven timing TvP had, because the limiting factor was primarily how long stim took to research. Still, I gusss you may have an extra raven now? Or maybe an extra medivac with the push? I dunno, I don’t see this doing anything that is good short of essentially removing the raven from play.
There’s a bunch of bugfixes and QoL changes as well but most of them don’t affect anything else.
The only other thing of note:
Stasis Ward
- Attack target priority increased from 10 to 20.
- Units affected by Stasis can be issued any non-build commands instead of only move commands, to be acted upon stasis expiring.
I cannot fault this change really.