Developer Update: Heart of the Swarm Multiplayer

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We are currently working nonstop on StarCraft II: Heart of the Swarm (and Blizzard DOTA) and hope to be able to get Heart of the Swarm out to the public to see sometime in the near future. While we believe we have some great things lined up for the single-player campaign, I wanted to take some time to give you an update on the recent changes and what cool things we have in store for multiplayer.
Terrans
Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them.
If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-based games more dynamic.
Protoss
Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.
The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.
We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.
Zerg
Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.
We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.
We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.
We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it.
Also, this is awesome:
—Dustin Browder, Game Director, StarCraft II

Just because you're bad at playing against Zerg doesn't mean it should be nerfed into oblivion - just learn your matchups instead of whining. "Better units to defend early game", really? Toss already has the bulkiest units of all races with Zealots having 150 "hp" and stalkers having 160. If you're losing to early aggression, I suggest you study your replays and figure out how to beat it that way, or read a guide/watch pro replays from the internet. And remember to scout early.
@RoGyn: The same goes to you. The energy cost on Spawn Larvae is balanced because you have to choose between either macro (larvae) or map control (creep tumors) right from the start of the game. Toss has Chrono Boost to make up for the fact that Zerg can spawn multiple drones at the same time, and Terran has the Mule. As with Revan, learn your matchups and study what you're doing wrong before you start whining about balance. By your logic, ZvT would be imba because "Hellions counter Zerglings too hard". Fine - then build Roaches, Infestors and Mutalisks instead?
Psst, its the carrier.
Keep it and tune it slightly if you HAVE to do something.
AA Spider Mine feels unnecessary when Terran already has amazing AA control with Marines, Thors, Vikings and Missile Turrets (and Sensor Towers!).
The long range missile exists in the Nuke. It's just difficult enough to use to not cause any longer range stand-offs and yet remain useful for breaking siege lines.
Keeping Thor I'm ok with, ditching the Shredder I understand entirely.
I think that what Terran needs from the factory is just something to supplement Mech's awful mobility in the form of map control. Wasn't this the main importance of the shredder?
I don't know if this is possible, but it would be cool in my eyes :D
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So my idea is that the unit ranks are kinda 'useless' at the moment, but it would be cooler if the look of the unit changes when they rank up.
Like gold trims, gold stars on the side. Normal marines -> War Pig Marine
Etc..
Wouldn't that be awsome??
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yea
It would also make warp-prism harass a little too powerful, since warping in a large number of units inside an enemy base is generally suicide for those units, so they have to do damage to be cost-effective, these units could be rescued by the recall making it a risk free.
The point of such powerful moves should be that they're risky and skilled players are able to optimise their chances for success, putting in mechanics which remove risk to powerful strategies like that dumbs the game down.
I get the impression the aim is to even things out more, rather than to overpower one race specifically. Also, this hasn't gotten to Beta yet, let alone been released so moaning unconstructively and generally about balance achieves nothing...
we need a way to pressure the zergs 3rd.... damn not an oracle that can't do any real damage
Don't balance for same race matchups. They're already balanced, it's impossible for them to not be. If they turn stupid, as some people say PvP did, then something has to be done, but with inter-race matchups in mind. I say this for in general, but it seems a lot of the motivation for the terran additions is coming from Terran versus Terran, while the motivation should come from Tv(Z/P) with TvT as a secondary, for the sake of balance in multiplayer.
That said, I like a lot of the ideas, I think the Tempest as a splash damage unit was unnecessary and would reduce the skill required to play protoss somewhat, the new siege version is more similar to how carriers seemed to be supposed to operate (but were overshadowed by colossi)
Overseers are staying, yay! Overseers are so good, I was sad that they were going.
The nydus ideas seem amazing, In particular the creep spreader adds potential for earlier aggressive use of hydralisks, which are fairly bad off creep, while maintaining the early slowness of the hydralisk off creep (until the hive upgrade, assuming that stays)
Would the Blind ability be able to target buildings? If so, would it alert the opponent if used? If not, then it would allow for stealth nydus worms, which would be interesting, however if it alerted the opponent then that would make it a moot point at higher level play.
For terran: The main problem with adding Terran is that the Marine is such a versatile unit that even specialized units don't often overshadow it even at their speciality. Including the speed upgrade during stim, (which I feel is excessive) they're super-mobile and high damage.
This means that any new unit would have to compete with the most basic, mineral-only unit that terran has and will most often come out lacking, I make the assumption this is a contributing factor to the various niche units, i.e. AA spider mines, or super-long-distance turrets, etc.
I believe it's been said that there's no intention to touch the marine, however it's something to think about while looking at ideas for additions to the terran multiplayer army.
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You are aware that Marines would turn into utter crap without the current speed upgrade with stim? They can barely run away from Protoss already while stimmed. It costs them hp using it, you are aware of this right? It's not like it's free.
And don't buff Protoss late game.
Scratch that. SOME things will be fixed.
Wait what?
KEEP the warhound or make him even smaller, forget the clunky thor, just put in a small mech like a goliath or something inspired by a mech from mechwarrior (bushwacker / owens). Make mech usable versus protoss so we dont allways se MMM vs Colos and/or templar.
This unit would be perfect to replace the collosux, give it a 2.0 attack speed, taking 1 or 2 second to reach the target with medium aoe and congratulation you have an excellent micro and countermicro intensive unit which makes micro rewarding for the skilled player