Upgrade time didn’t get reduced lmao. Just the upgrade cost reduction. 25/25 less on +2 weapons/armour and 50/50 lesson +3 weapons/armour. You know, bringing that in line with everyone else (specifically, protoss ground upgrades and Zerg melee/attack upgrades). Oh, and 50 less gas for an armoury. Gee, such big buffs.
Meanwhile, more cyclone nerfs, liberator nerfed again, mine nerfs.
Raven is situationally a nerf but a buff in some niche cases.
There were 4 direct nerfs to the mine. 3 of them I agree with, because it makes counter-play easier and is generally quality of life for players that have to play against them.
More obvious targeting - easily the least impactful one, this allows players to more easily single out which unit is being targeted and react accordingly.
Cloak post fire changed to drilling claws - this delays how early cloak comes in and makes not having detection far less punishing for players.
Targeting alert change - probably the 2nd biggest change of the four, this directly increases the amount of time you have to react to the widow mine being im your mineral line. Now, instead of having 1.5 seconds to react (the length of time it takes for the mine to acquire and fire on a target) you have anywhere between 3-5 seconds to react (depending on if drilling claws is researched) because the alert is given when the mine starts burrowing, rather than when it targets something. That is a huge change and frankly if you’re losing to mines, it’s a skill issue at this point.
Splash radius (the one I disagree with) not only reduces how much damage a successful mine shot does, but also punishes the opponent by reducing the amount of damage mine-dragging will do to the terran.
That said, part of the reason I disagree with it is because we have already seen this nerf in play before in HotS, and it went VERY badly. Now, to play devil’s advocate, the landscape is completely different from then, but the point still remains, its not a nerf that I think should ever have been implemented, especially in tandem with the other 3 nerfs happening simultaneously.
And those, barring crimson court, are all very easy to wall off, because theyre one square wide, making denial of information pretty easy on a unit that has 60 HP.
Pillars were a prpblem because they often directly allowed the Zerg to see what you were building for free, at no risk to the Zerg because they were positioned directly over your natural - this was particularly pertinant for protoss who often had to use their tech as part of their wall. Now they’re fine, because theyre only partially over your base, or they’re slightly further away so you have to poke in and risk the overlord.
Sure, I’ll give you that. IMO we have a few maps that are definitely terran favoured. Not all of them, but there are a few.
Some maps, like last season’s Radhuset Station, were very obviously anti-terran though. No reaper cliff, wide open swaths of terrain, impossible to take 4th, unharassable 3rds for Z… that was a disgusting map lmao.
There aren’t any in this current map pool yhat are so overtly favoured for Zerg, but not all of them are bad for Zerg either.