Situation Report: Patch 1.1 and Beyond

Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.
To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.
Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.
We'll see you online!

If I join a custom game, I get the spinning circle in the main screen and then nothing. If I wait forever then I get the custom match menu again but if I try and join then it says that my account status is locked. :(
Anyone have any ideas?
blizz plz fix this.
The recent patch has caused the game to run ABNORMALLY slow on my AMD 6 core computer. I also run the game with the recommended graphics card, ATI RADEON 3870, as it says on my box.
I was able to play with brilliant speed when I first bought the game, BEFORE each subsequent patch came out. After each patch came out, I experienced issues with lag and unresponsivness.
WTH Blizz?
A quick Zerg player who spams Mutas is almost unbeatable unless you know his strategy from the getgo - and even then, as protoss, it's pretty hard to do something at first. Sure late game, the mutas are easy to deal with but before you got a good amount of phoenixes, rays and carriers you'll get harassed to no end...
The scan of the Terran is overpowered. I can scan their bases, scan their cloaked units - basically it makes no sense for the other player to make cloaked units if I use Terrans cause at least after 8 mins I've always got enough energy to scan the other one.
Other than mutas, zerg need better T2 units overall.
the US side if not so happy too.
http://us.battle.net/sc2/en/blog/842870
Have a look.
So if they no happy, at least now blizz will fix, if it was just us, they would ignore as usual.
They all seem like COMPLAINTS.
Here mine.
-------PLEASE TRY CO-OPS--------Before addding to my comment.
What has BLIZZARD done, not sure, but you can not do a THING to the INSANE AI now.
GO TRY CANON RUSH, or even make a Proxy rush in there area, say out side there ramp, but slightly hiden. Next thing about 20 WORKERS FLY OUT THE AI BASE, and ATACK you. BUT YET, the AI did not scout your OUT!!!!
THIS PATCH CHANGES is the WORST, i've ever saw for SC2.
Read all my comments with regard to the patch, i cant seem to see one nice sentence about the changes. I really do not under stand Blizzards Aproach to these changes. Its total screwed up.
Everyone sees that MMM ball is imba, because easy to get early, marauders are imba also. They counter everything at the early game. Yeah, zealot rush is sometimes bad, thats true. but if toss is not proxying, than that is not a problem. The toss has a hard starting already, because he has to counter properly zerg / terran.. Now it will be a little hard to do it.
Dont understand Ultralisk buffing (nerfing? i would say this is buffing)? It is already really strong...
Ah. I don't know what they are really thinking?!
I hear this from many people so i guess you have a point, but in my games mutalisks always destroy me. And void rays. Does it take that much longer to tech up to void rays than medivacs? I haven't played toss, so i don't really know.
All i know is i always get destroyed by toss. Psi storms are just too good against my terran infantry.
Think tomorrow, it will be a Day on Sc, on some old cool maps.
Either that or a day on COD
Have you saw any of the requests?
Dark Swarm?
Hydras issues?
Roches spwn time?
Its all there. and there is about 50replys to each of those threads started
"BY THE COMMUNITY"
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Anyway i found this about the Patch 1.1, which was completly Shocking news, it shows which community that all these changes are really for.
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http://starcrafting.com/starcraft-2-news/battle-net-region-lock-semi-lifted-for-sea-region/#more-490
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From Blizzard SEA:
We’re excited to announce that access to the North American Battle.net servers will be available following the release of StarCraft II: Wings of Liberty Patch 1.1.0. With this patch, the in-game region selector will be made available so a separate download will not be necessary to access the NA region.
Activation Procedures
Once the new patch is available, you can log into the Battle.net Account Management at www.battle.net with your username and password.
After you have logged in, click “Account” in the upper left-hand corner of the site. Under “Your Game Accounts”, there will be an option to “Add Game” for the NA version of StarCraft II: Wings of Liberty.
To activate, just click “Add Game” and you will immediately have the NA license on your Battle.net Account.
The in-game region selector will be integrated into the StarCraft II client. You can choose which region to play in before logging into your Battle.net account.
IMPORTANT: Be advised that patching and maintenance takes place at different times in each region. As a result you might be temporarily unable to access SEA games if you download the latest patch by connecting to NA.
If you connect to the NA region with a new patch, you will be unable to play in SEA/ANZ until this region is updated to the new patch as well, typically a day later. Once all regions have been updated to the same patch this will no longer be an issue. Please take this into account when deciding when and where you’ll play during patch days.
Frequently Asked Questions (FAQ)
Q: Who is eligible to play on the North American servers? How much will this cost?
A: All players, including those in the regions of Hong Kong and Macau, who purchase the English Southeast Asia/Australia/New Zealand standard or Collector’s Edition of StarCraft II: Wings of Liberty will have the option of playing on the North American Battle.net servers in addition to the Southeast Asia/Australia/New Zealand servers. The option to play on North American Battle.net servers will come at no additional cost to players who have purchased the Southeast Asia/Australia/New Zealand version of StarCraft II: Wings of Liberty.
Q: How will access to the North American servers be granted?
A: All players with a copy of the Southeast Asia/Australia/New Zealand version will automatically gain the ability to access the North American servers — this will be handled through Battle.net account management.
Q: What will happen with my Southeast Asia/Australia/New Zealand Battle.net account?
A: Once you get access to the North American Battle.net servers, you will have access to both regions for online play. You can choose which one to play on at any given time, and can switch back and forth at will.
Q: How will my friends list and rankings be handled?
A: All account-specific data, including friends lists, rankings, achievements, statistics, titles, and unlockable rewards, will be tracked separately for each region’s Battle.net servers, and will not carry over between them.
Q: Will I be able to play on any of the other StarCraft II: Wings of Liberty regional servers?
A: No. Players who purchase the Southeast Asia/Australia/New Zealand version of StarCraft II will have access to the Southeast Asia/Australia/New Zealand and the North American Battle.net servers. No other multi-region play will be available at this time.
When is Blizzard going to sort this mess out?????
Starting to get mad now!
lol
Best wishes
Johnboy