Situation Report: Patch 1.1 and Beyond

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!

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]

Comments (2,877)

Login to rate
Alauren #601
Alauren
27/08/2010
They better don't remove the Ultralisk's headbut animation when attacking buildings... As for the actual ram attack - I don't really care.
Login to rate
Flinz #319
Flinz
27/08/2010
Seems to be in order. Only I just fear now we will see much less battlecruisers in any game. Tank nerff is well placed because TvT was too much about with tank line and then just work out banshee viking. Good to see zealots getting fixed, way too many people do proxy which is just result for this, thanks them people. Reaper nerff is just perfect. If you call so much marauder nerff you should be ready so on nerff roaches, banelings and stalkers. Without marauders terrans would get over run by those units + fungus/storm. I agree EMP should be maybe even removed and be replaced with something useful against armoured. Why not even bring back that good old lock down, it would be much easier micro now you dont need click each ghost to use it. Not sure how these changes will affect but zerg will surely feel stronger especially hydraliks.
Zealots and reapers are both fast rush units and got nerffed but zerg didn't get that love. I would rather see all these extra fast rush units be removed.
Login to rate
Dexiefy #602
Dexiefy
27/08/2010
damage is the only thing ultralisk actually have, thx to their size and slow speed they cant rly get to enemy army fast so half of them (if not most or even all) die before reaching it.

Also where are zerg harassment buffs? where is hydra tuning ?(yes its too weak for its cost, compare all the stats to stalker) where is mothership buff? where is marauder gas cost increase? where is concusive shells reaserch time aswell as cost increase? where is cd on concussive shells ? where is nerf for the EMP? where is salvage nerf? (there is no decision for terran w/e he wants to lose money on STATIC defense or not, its just temporary investment unlike for zerg or protoss)
where are interesting abilities for zerg units like hydra or mutalisk? its boring to have speed/range/armor upgrade for every unit... especially when hydra range upgrade only matches hydras with stalkers when it comes to range, while stalkers get sexy ability called blink. Remove most of passive upgrades for zerg and introduce some interesting upgrades please. Also you could merge zerg melee and ranged attack upgrades (like protoss have for all ground units) and add another 1 increasing regeneration rate of ALL zerg units.(would be like zerg version of plasma shield)

ps. why the hell this post box is so freakishly small -_-
Login to rate
kapi #994
kapi
27/08/2010
Terran change is ok but marauder pushes will now be totally imbalanced, tyvm. These changes do look like were made from KR BO's though, which is a good thing :)

Looking forward the most to chat channels !
Login to rate
SkarlighT #723
SkarlighT
27/08/2010
Recently I saw a replay with 2 korean players, and the mu was TvZ. Zerg couldn't do anything because the Reapers were just too strong against every zerg ground unit. The reaper nerf was necessary, but it wont change the gameplay of TvZ a lot..
Login to rate
BleedToDeath #334
BleedToDeath
27/08/2010
Ultralisk nerf?
Thx, Blizzard. Hate u.
Login to rate
Ageofempiers #196
Ageofempiers
27/08/2010
can they fix the problem with connection.

my game tells me that i have porblem with my internet connection BUT i have no problem with it>;( what should I do????
Login to rate
Ageofempiers #196
Ageofempiers
27/08/2010
@Tomtheking: plz some one anser me!!!
Login to rate
Omgzpwnd #541
Omgzpwnd
27/08/2010
" ultralisks are difficult to counter from the ground" I LOL'D MMM TAKES IT DOWN IN SECOND
Login to rate
wreCkagE #774
wreCkagE
27/08/2010
Zealot nerf is a bad thing. Now it will be even harder to defend against a 6 pool and if look at the cost of zealot it's a mineral theft!
Login to rate
Furret #693
Furret
27/08/2010
@wreCkagE: Really true... Zeaots are so expensive for how thay're slow that it hurts.... and anyway, zealot construction time would never influence the reaper rushes! Show me at least one terran, who would et his reapers be caught by zealot.
Login to rate
Blackreef #398
Blackreef
27/08/2010
Fix the random bnet drops next. Fustrating to lose after a winning fight! :-)
Login to rate
Photon #796
Photon
27/08/2010
My head huuuuurts.... My race... my legacy... it has been nerfed...
Login to rate
Lushvale #691
Lushvale
27/08/2010
My first reaction when reading the protoss changes were, "...zealots can be used for rush?"

It's not that I mind the change, but the reasoning comes to me as downright bizarre.
Login to rate
Yamaha #598
Yamaha
27/08/2010
Errm, guys, u forgot about ling rushes. If zeal will build for 38 sec, ling will have additional 4 secs to kill probes! Thats not fair, cause not everybody are 'cheesing'! And eg, Marauders with Stimpacks? These guys are undestroyable! Nah... Telling something changes nothing..
Login to rate
iThrash #592
iThrash
27/08/2010
PLEASE READ THIS

I agree w all the changes but zealot building time increases?? This will make it an auto loss for Protoss in ZvP matchups if the Zerg 6 pool. And seeing cheese as the current trend, I have no doubt this change will put the balance scale further from balanced.
Login to rate
SiroCCo #960
SiroCCo
27/08/2010
@TungVu:
Do you sincerely agree with the siege tank damage reduction ? Do you realize that a siege tank shot wouldn't even kill a single +1 armored zergling now ? Does that make any sense ? Compared to that the zealot nerf seems pretty unsignificant, even though I'm protoss like you.
Login to rate
Occultist #626
Occultist
27/08/2010
@TungVu: You can counter the cheese just fine with photon turrets. No need for your OP zealot rush - deal with it.
Login to rate
iThrash #592
iThrash
27/08/2010
@SiroCCo: I realise that but I think this change will force the terran to make the necessary upgrade that is tank attack just like collosus w the range upgrade or VR w the air upgrade. Lets face it, Terran r already powerful enuff w marines marauders and ghosts.
Login to rate
I'm a predominantly Terran player (and not a very good one at that). I would just like to comment on the siege tank nerf. If this goes through unchanged, hydralisks will simply say 'ooh that siege blast tickled' and roflstomp any tanks that you may have. With this change it feels pointless to siege up against zerg, since you'll be doing way less damage and then you might as well go for a much more mobile (stim) MMM army, which is kind of boring in my opinion. Tanks have always been the centerpiece of mech play and nerfing them will hurt (almost) every mech build. I can understand that siege tanks are perhaps a bit powerful, but a 30% reduction in damage to light seems like an overreaction that will not balance the game but simply swing it over to the over side.
Login to rate
Occultist #626
Occultist
27/08/2010
@Nox: The current tank standing makes it IMPOSSIBLE to brake through turtler terrans (that is before the terran makes 10 cruisers). Blizzard did a good job with the few nerfs they introduced to the OP mech terran play.

GJ Blizzard.
Login to rate
Xense #855
Xense
27/08/2010
No fix for the numerous crashes and BSOD mentioned.

I'm very disappointed! :[
Login to rate
LastDay #566
LastDay
27/08/2010
So... Zerglings with a single armor upgrade survive a Siege tank hit, provided the tank doesn't have attack upgrades yet. Gonna be pretty huge, I think. Actually, depending on how the regeneration works they might survive one even without the armor upgrade.
Login to rate
SpaceJacques #821
SpaceJacques
27/08/2010
@LastDay: How often have you seen terran players push with only one siege tank?
Login to rate
SpaceJacques #821
SpaceJacques
27/08/2010
@LastDay: How often have you seen terran players push with only one siege tank?
Login to rate
SNRS #150
SNRS
27/08/2010
And what about Zerglings rush ?
Increasing Zealot production time and leaving it same for Zergling will make suffer Protoss players against Zerg players. This way, Protoss players have to loose their time and minerals for producing Photon Cannon in the beginning of the game...
Login to rate
Joshua #716
Joshua
27/08/2010
@SNRS: 100% true. -.-
Login to rate
Aliessil #790
Aliessil
27/08/2010
@SNRS: Know what you mean. I don't mind the zealot nerf, but given how often I get marine- or ling-rushed ...

Should make defending against those rather interesting.
Login to rate
Omgzpwnd #541
Omgzpwnd
27/08/2010
This patch SUX WONT CHANGE A DAMN THING IN ZVT
Login to rate
Horth #314
Horth
27/08/2010
@Omgzpwnd: I think it will. U can now send mass zerglings on tanks and they will survire. Hydra is light unit to.
Login to rate
atheton #757
atheton
27/08/2010
Nice teran bio still overpowered why not chenge moroders marauder!!!!
Login to rate
Joshua #716
Joshua
27/08/2010
MM or MMM to over powerd... -.- what about 6 pool vs them zealots :<
Login to rate
Ulargg #741
Ulargg
27/08/2010
I am a zerg player, so I can only talk from a zerg perspective.

As many people already pointed out, protoss players will be far more susceptible to early rushes and it will also be quite a bit harder to prevent a zerg from getting an early running expansion.
I think a zealot rush can be scouted in time, I've lost quite some times against as well against it, but with a proper build order you can scout it and react in time. Therefore an unnecessary change in my opinion.

Protoss players can play around the warpgate nerf by making more gateways, but I think this change was not needed.

As for battle cruisers. I've seen my hydralisks getting %@*%d by BCs as well, so it is true that BCs are excellent versus them, but corruptors work much better and as a zerg, you get a spire anyways. Therefore I think, if you don't scout BCs , which are slow and take a long time to get and don't get corruptors, then you deserve to lose.

Siege tank change is good, although there is a risk that speedlings+banelings becomes too strong against terran, since the natural counter, hellions also get %@*%d by speedlings + banelings unless properly microed.

Reapers, like the change, since their functionality remains as it is.

For ultralisks a nerf was needed as they chopped through armies in a blink. I liked the ram attack, not damage wise, but it just looked nice ;)
Why not increase the damage of the ram attack instead removing it completely?
If they use their normal attack against buildings, they will destroy a bunch of supply depots very very quickly.
Login to rate
MadScientist #468
MadScientist
27/08/2010
@Ulargg: Ultra nerf would be ok if they would either decrease their size or give them same pathing as collosus imo. They have a hard time getting to their victims :)
Login to rate
TheEvilBlob #743
TheEvilBlob
27/08/2010
maurader needs nerf, NAO.
Login to rate
Kipi #743
Kipi
27/08/2010
I still think that the MMM is to powerfull Vs protoss. Also, marine cost 50 , build fast (extra fast with reactor) AND shoots from distance, comparing to zealots\zerglings
Login to rate
Joshua #716
Joshua
27/08/2010
@Kipi: I tottaly agree.
Login to rate
MadScientist #468
MadScientist
27/08/2010
@Kipi: And shoots air making overlord scouting impossible and mutas worthless, and can outrun banelings with speed when they stim... Marines are probably the best unit (when factoring their cost) in the game.
Login to rate
Obidan #980
Obidan
27/08/2010
@Kipi: I totally agree with you.
Login to rate
Obidan #980
Obidan
27/08/2010
@Kipi: I totally agree with you.