Questions from the Community

I recently took an opportunity to share some of the feedback I received from pro players at the G Star event in Korea via a Q & A, and I was interested to see your reactions to that discussion in the blog comments and on the forum. I noticed that some players were worried that we don’t take the community’s feedback into account, and that we only listen to pro players. While we base our balance decisions on many different factors, including pro player feedback, internal testing, tournament play and more, our player community remains a vital source of feedback about StarCraft II. Every week we comb various forums and sites to get a feel for what our players are experiencing, and I thought I’d comment on some of the concerns we’ve seen appear in the community recently.
Mass Mutalisks vs. Protoss
This has remained a community concern since we commented on the issue at BlizzCon. In light of the community’s consistent feedback, we’ve decided to re-evaluate our decision to address this issue in Heart of the Swarm though, as I mentioned in my last Q&A, we prefer to avoid making major design changes until an expansion, since that’s a time when unit changes and dramatic shifts in strategy are all to be expected. At the moment, we’re investigating how much of an impact mutalisks have on the PvZ in order to gauge whether a change is truly necessary, and if so, when the most appropriate time would be to implement a change. If the data suggests that we should make a move sooner, then changing the protoss phoenix seems like it could be the best approach. Still, due to the significant impact it could have on all protoss match ups, we’re being very careful.
Protoss Win Rate is Too Low in Tournaments
In terms of global tournament wins overall, we’re seeing zerg win the most tournaments, whereas in Korea terran is winning the most with zerg not being far behind. Protoss players haven’t brought home quite as many tournament victories compared to the other two races in major tournaments. On the other hand, protoss matchup win percentages are actually very solid in major tournaments. So while protoss tournament players aren’t winning as many tournaments, their match to match win percentages in the same tournaments look very solid.
With that said, we’re currently discussing whether a minor, more generic buff to bring the protoss more in line with the other races would be appropriate. Please note that we’re not considering a major change, and we’re still carefully analyzing this year’s adjusted ratings data from around the world, as well as major tournaments, to determine if a change is needed at all.
Carrier Removal in Heart of the Swarm
Nothing we shared at BlizzCon is final, and the carrier itself is coming and going in our internal builds. The biggest problem we still have with the carrier is that we can’t identify a meaningful role for the unit. It fills a similar niche as the colossus in terms of the tech level and role it provides. Both are siege range units, but the colossus is splash damage, is a lot faster in coming into play, is less of a risk to bring out, and because of how common colossi are in protoss games, counter units such as corruptors or vikings are already available, making carriers even less viable.
We could just do a straight numbers buff on the carrier, but we don’t really think that’ll change too much for the reasons mentioned above. Therefore, we believe the best way to solve this issue is to either change the design of the carrier after locating a viable end game role for the unit or to just bring in a completely new unit that will actually be useful in the late game by removing the carrier. With that said, we are definitely looking into the concerns the community has expressed regarding the potential carrier removal in Heart of the Swarm. In the meantime, we’ll follow your discussions on the topic and we encourage you to continue providing feedback about the carrier’s place in the protoss lineup.
Terran Can’t Beat Protoss
We don’t think this is an accurate assessment of the matchup because win/loss ratios are swinging both ways. This is especially true at league levels below Masters. That said, we have noticed that terran at lower skill levels are underperforming a bit, especially vs. zerg and somewhat vs. protoss. We suspect that the initial complexity of the terran race may be a contributing factor to this, so internally, we’re experimenting with moving some of the new terran units around to make terran slightly more intuitive to play — at lower levels only.
Just as an example, one of the things we’re experimenting with is making the battle hellion available from the factory instead of the normal hellion. Much as vikings come from the starport in flight mode, hellions would emerge from the factory as battle hellions by default, and players could then opt to transform them into the faster, but more fragile, normal Hellion. One downside is that higher level players have found this frustrating in certain situations, especially when trying to get the jump on zerg opponents, but our general philosophy is that we’re not afraid of making the game more difficult to master at the highest levels. Of course, this isn’t a final decision, just an example of one idea we’ve tried out.
Ghost EMP is Too Weak
We aren’t seeing an issue with EMP in the game currently. Ghosts remain in heavy use vs. protoss, which makes us think they’re still really powerful for cost. The terran race remains competitive and effective, so we’re not planning any buffs at the moment. Still, we are aware that at lower levels of play, terran isn’t performing as well as they are at the pro level and we’re examining different solutions to deal with that issue.
Forge Fast Expand is Difficult to Stop as Zerg
This is something we discussed at BlizzCon as well. The new units we’re bringing in should allow zerg to play more aggressively versus players who are defending heavily with little intention of attacking in the early/mid game. For now, we believe this isn’t a game breaking issue because overall, zerg is performing well against protoss. In fact, zerg is not struggling at any level of play, and their win ratio compared to skill is extremely solid at every skill level.
Nydus Worm is Too Inconsistent — Make It More Like the Overlord Transport
We’d like to see nydus worms used more often, and we’re contemplating some changes to achieve that goal. The idea for the nydus was for it to have greater rewards while being more difficult to pull off versus overlord drops. So, in that light, nydus worms being less consistent than overlord transport is intended. We still want to preserve that risk vs. reward ratio, and the zerg already have the overlord transport and they don’t need another identical or very similar method of transporting units. Thank you for this suggestion, and we will discuss ways we can have nydus see more play without changing the design of the unit.
Thank You!
StarCraft II wouldn’t be what it is without the avid participation of Blizzard gamers all over the globe. Thanks for sharing your opinions on the StarCraft II forums and community sites. We'll keep reading your comments and concerns as we continue to work on making StarCraft II the best game possible. We also look forward to sharing more about Heart of the Swarm and the exciting changes it will bring in the future.

this is just an idea... but I ( and many other players ) would be very happy about it. just think and discuss about it, if you still disagree then please make a post/annoucement about it.
keep up the good work!
Even if you can't give it a role. Don't remove the Carrier.
It is a learn to play issue. People aren't doing their homework. There is plenty of teaching material to learn the game if one wants to.
When r=3, AoE = 28,27 (Pi times radius times radius)
When r=2, AoE = 12,57
Decrease of (1-(12,57/28,27))*100 = 55,5%
- for the 3
radius (r) * 3.14 * 2 = AOE = 18.84 (100%)
- for the decreased value 2
radius (r) * 3.14 *2 = AOE = 12,56 ( x % )
now the difference in % between 3 and 2 is ;)
12,56 / 18,84 * 100 = 66 % => so 12,56 is 66% of the value 18,84
soooooooo the decrease 100 % (18,84) - 66% (12,56) = 34% decrease and not 56% !!!!!
geeez if you for some reason don´t uderstandt math just quit on commenting on it ^^ ... you will only look dumb
You' got to be kidding me!
But it will only work 1v1 though.
How can 50 voids or 50 battlecruisers be at the same spot. Ofc you have to watch out for splash units like the thor, but now you see the strongest forces are if you make all air because of the stacking i think. But only the terran have such a unit and the toss archons but, with the lack of range its useless. You would see more combination of forces (ground/air) if you would remove this. Also a gateway with a range unit at the start would be nice. Cannons could be delayed then.
I also don't get why the pvz, brood infestor unit composition isn't an issue. Stalkers can blink under and kill the brood lords sure, but ussually they get massacered by fungal, lings and the broodlords them self. Protoss really needs some long range air unit or just a low range powerful unit that can take some beatings. I have seen a couple of times some pro players who tried to counter the broodlords with carriers, sure he killed a few, but before you could say cupcake he just had a swarm of corrupters which just picked the carriers apart.
Pro toss players best solution seems to be the archon toilet, which is nice when it succeeds, but really feels like a longshot. There really should be some better unit composition than stalkers archons, zealots, ht and mothership. Stalkers are just way to expensive compared to how good they are vs brood, inf, lings.
btw voids and phoenix cant be used at all, fungal and then you are dead...
zerg has a big problem. zerg's late game units r very slow and in the late game u running all the drops with your all army. this is a very big problem. terran drops every where easily, toss warps easliy but zerg's unit to slow in late game.
Just make some roaches, lings or banelings and harass all the time your oponnent and at the same time you can go for big push then terrans or protoss players must to choice, are they going for the main fight or are the splitting they army to defend and loss the main fight.
Think about it.
how about giving the Phonixes the ability to detect for short while (skill needs to be acticated and costs energy, like the cloak of the ghost)?
It would allow toss to open stargate vs terran, cause if the terran goes for a 1-1-1 all-in, the toss still saves the time for the 2-3 obs he usually has to make vs banshees and so get a robo still fast enough to react with immortals. Maybe make the detection ability an upgrade, so it does not effect other matchups (PvP (DT rushes)) too hard.
I don't think it would make the obs useless, cause it is still cloaked, cheaper and just 1 supply and noone would spread Pheonixes over the map....
Imho, this would solve sooo many problems for toss and give them a little bit more of variation in terms of opening (in the PvT especially).
Here are some thoughts on changes to the Protoss, some inspired by what other allready have commented on this article.
Thoughts that might inspire better ideas from smarter minds :)
::: Pheonix :::
- Graveton beam: The Pheonix are still able to fire while it is using Graveton beam.
The cost of Graveton beam is based on the food cost of the unit.
Example: Zergling, Worker, Marine: 25 Energy. Hydralisk, Stalker, Tank: 50 Energy.
- Now has a minor splash damage.
::: Carrier :::
- Interceptors: Increase interceptor range to siege range.
- Interceptors: Interceptor shields is boosted by x% after launched for x seconds.
- Making new/more interceptors do no longer cost minerals.
- Can Warp inn an allready built Nexus at another location.
- Reduced cost.
- Increased build time.
- Shield: Refreshes the shield of the carrier. On cooldown.
- Canon: Does splash damage. On cooldown.
::: High Templar :::
- Movement speed increased when low on energy.
- Can now shoot a low damage bolt.
The only idea you had that was good is:
::: High Templar :::
- Movement speed increased when low on energy
The rest of them is.. Bad.
and yes zealots should be faster
I've been asking for carriers to have true siege range since I noticed HuK really wanted to play them. He did it very well but then again he is HuK >_< but even he couldn't use them on a consistent basis. If they had some tweaks I could really see them be good units though and it would make me very sad to see them gone.
Carrier as a concept is fine and broken at the same time. It is a long range siege unit, so it should be effective at harassing units used both offensively and defensively.
I would like to compare it to a tank just for a brief moment: Tank is a very immobile unit with long range and huge AoE used mainly to hold a defensive line. Ofc it is used offensively also, but again it mostly provides defense for your other units while they provide a meat shield for the tanks. Thus it moves slowly but it is a key element in your army once you get enough of 'em.
Here is what I propose:
The carrier should be a more mobile flying artilery unit. It has no splash so it is not as dangerous as the tank, but is more mobile and it is also very succeptible to anti air units (viking and coruptor). In PvP it should only be killable by blink stalkers though (or maybe blink stalkers and void rays, add some guardian shield to negate interceptor damage).
Interceptors should not be destroyable (mariens are way to effective at stopping interceptors considering they cost 50 minerals). I would suggest that if they get to 1 or 0 HP they should return to the mothership and have a small ... cooldown (repair time). If not you should still make marienes WAY less effective.
The carrier should have the same armor scaling as the battlecruiser.
It should have an attack range of 11-13 (even if sight is 8-10) and have an ability to shoot interceptors (let's say they don't launch if you A-click or right click only at 8 range but an ability to shoot them up to 13 without making the carier move). Thus it could trully be called „artilery”.
It should be used with observers and trying to hurt (harass) your opponent from afar thus making it a decent defensive unit.
If it were up to me I'd toy with the idea of making interceptors impossible to harm but if you shoot at them (supressing fire) maybe they should do less damage ? It might end up being OP but at the moment it is just useless.
Please don't just abandon this unit! Why should terran be the only race that can have a unit that shoots at 13 range, is hard to come in close making defensive play very easy and making your life miserable ?
I like the Mutalisk but I feel it is a cheap unit so I suggest that Mutalisk should cost more gas or increase its build time somewhat.