Patch 1.3.3 Now Live

StarCraft II: Wings of Liberty patch 1.3.3 is now live! This small patch features several adjustments to race balance and bug fixes. Be sure to check out the full patch notes below to learn all about the latest changes.
StarCraft II: Wings of Liberty – Patch 1.3.3
General
- The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.
Balance
PROTOSS
- Archon
- Now a Massive unit.
- Range increased from 2 to 3.
- Cybernetics Core
- Research Warp Gate research time increased from 140 to 160.
- Gateway
- Sentry train time decreased from 42 to 37.
- Warp Gate unit train times remain unchanged.
- Pylon power radius has been decreased from 7.5 to 6.5.
TERRAN
- Bunker
- Salvage resource return reduced from 100% to 75%.
- Ghost
- Cost changed from 150/150 to 200/100.
- Thor
- Thor now has 200 max energy, and starts with 50 energy.
- 250mm Strike Cannons now cost 150 energy to use (cooldown removed).
ZERG
- Infestor
- Speed decreased from 2.5 to 2.25.
- Spore Crawler
- Root time decreased from 12 to 6.
Bug Fixes
- Fixed an issue where Ghosts could not quickly EMP the same location.
- Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
- Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.
- Fixed an issue where the APM statistic could be artificially increased.
- Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.
- Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.
- The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.

today i open SC2 the game update to 1.3.4 and when i do login the game crash.
i only can play offline... what going on?
i bought the alienware to play on max graphics n now i cant play
wtf
::@:@:@@:
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
update ftp.blizzard.com/pub/starcraftII/patches
I wanna play SC2!
-Banelings do 34 instead of 35 damage to light units. Essentially, it will take 2 banelings to kill a group of zerglings instead of 1, this will allow more ZvZ to reach mid-game.
-Mule has a casting cooldown of 5 seconds. -Mules are the equivalent of Inject Larva or Chronoboost, as I see it. But they have no real penalty for not being used. If a Zerg misses Inject Larva, that's a big deal. If a protoss misses chrono boosting, that's a fair deal, but missing a mule is insignificant. I think this will put at least a small drain on APM for Terran players.
# 250mm Strike Cannons now cost 150 energy to use (cooldown removed).
make it 125 ....i dont see like noone using this stuff...so why so much energy ^^^
Thor with no energy:
the hard counter = immortal - the only unit for which you may learn the 250mm cannons (stalkers are too week for a channeled spell and colossuses are too far);
Thor with energy:
now protoss may choose FB to counter because with no immortals on the field, terran will not be researching cannons - in consequence: more energy to FB and another useless slot for terran.
Thanks :) I didn't know that one. Could prove useful I guess. Yea I suppose at top level play AoE would be easier to counter but I hate having all my units in a ball and watch them all get butchered, sometimes its not so easy to just "NOT bunch" them up
Oh and another thing:
<rant>Every time a certain race is perceived by the majority to be imbalanced, it's as if that race's players are barred from voicing an opinion. Not too long ago Terran was "imbalanced" and all Terran players had to shut up, now it seems it's Protoss's turn. It's not fair to the players, and turns most balance discussions into flame wars. IMO people have a right to voice their opinions (good/bad) about changes to their favourite race. Many of us chose our races based on preference rather than balance. </rant>
TL;DR
Shooting down people's opinions with "X is imbalanced and you play X, so shut up," is not an argument.
1). Scatter Ability (x in C&C) to Scatter units in different directions away from a mega blast or AoE effect.
2). Unit formation move or button, so all units move in formation or together and form up when they arrive at the destination. Instead they all bunch up into a massive ball!
1. A scatter ability would make AoE spells (EMP, Fungal Growth) too easy to counter, and the game has too few DOT spells to justify it otherwise. (Psi Storm is the only one I can think of at the moment). It would also make it too easy to evade AoE attacks like Thor anti-air and siege mode Siege Tanks.
2. SC2 has an implicit formation move feature known as the "magic box". Basically, if you click outside a certain area around your units, they will try to move in whichever formation they're currently in. The moment you click inside the box, they clump up.
good luck ")