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!

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Comments (2,877)

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Cratzky #961
Cratzky
27/08/2010
I seriously feel that banelings is too hard to kill and their damage is too high.
Its ridiculus how long time it takes to kill a baneling with a normal unit, and how fast a zerg can get banelings is also ricidulus. Oh btw, im a diamond player and been playing way over 500 league games. As all races.
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MadScientist #468
MadScientist
27/08/2010
@Cratzky: That would be ok, if Z actually had any other option against mass marines.. banelings is the only unit that can do the job pretty much.
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TorNis #287
TorNis
27/08/2010
Hey hey Blizz, what about 6 pool rush? If protoss goes gateway - game over. With Terran its ok coz he can block and make quickly few marines. But seriously, that way most cheese players will be zerg now with 6 zerling rush!!!
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ZeroZergsX #829
ZeroZergsX
27/08/2010
Great job. Just add the Queen Nesting Larva's ability for the Zerg (autocast larvas), and the game is good until Heart of the Swarm.
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grantelbot #584
grantelbot
27/08/2010
Really don't understand what makes you think siege tanks and battlecruisers are too strong against ground. Battlecruisers are easily killed with stalkers. Zealots are already bad enough with the high research cost of charge being 200 mins 200 gas and their slow movespeed before that. I think zealots have a hard stand against a lot of things already, increasing the build time makes people go for stalkers even more.
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ikillu #189
ikillu
27/08/2010
I agree with Nurman, where's the Marauder nerf?
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Benjamin #487
Benjamin
27/08/2010
I don't like the zealot nerf since it will now be allmost impossible to defend zergling rushes. No marauder nerf certainly is dissapointing, insted we get a completely unnecessary bc nerf. And yes, those poor Ultralisks.......

On the flipside, the siege nerf I think is a realy good thing, thanks Blizzard!
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Dinsdale #880
Dinsdale
27/08/2010
You can also fix the achievements bug, and let us retain them instead of forcing us to do them again....
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Prednisone #515
Prednisone
27/08/2010
Aren't siege tanks suppose to be the anti ground mass unit.. tvt nothing changes except for mass marines I guess :p but, I wouldn't exactly start pumping out siege tanks to deal with ultra's or roaches marauders are allot more mobile for that.. You'd use tanks to deal with a big ball of hydra's, marines, stalkers whatever. Think their not really gonna be worth the price in allot of matchups. Would have been better to increase the siege mechanic time, or "dumb" them down a little with the targetting. Guess in good numbers they can still be usefull with the smart targetting. But bit of a weird change tbh thought the thor was the anti armored mech, siege - artillery vs mass. The ultra buff is nice tho aswell as the desert oasis rocks for zergs
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Prednisone #515
Prednisone
27/08/2010
@Leviathan: actually stalkers are armored - doh -_-
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SNSDTaeyeon #105
SNSDTaeyeon
27/08/2010
@Leviathan: Let's not forget Hellions, but I do understand your point.
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Prednisone #515
Prednisone
27/08/2010
@Nilsson: Ye :p hellions come with a risk against light shooting units like marines or hydra's with upgrades tho.. their weak as vultures but no mines to drop. Can easily die before they reach their target properly they are more like a bait or anti light melee force unit.. When I say siege tanks I think HARD hitting splash units that come with a risk.. as in they hurt your own stuff and target mediocre at best.. now were getting feather tickler artillery thats super intelligent with minimum risk of own cassulaties.. :p wtf modern warfare I guess. *cough* nostalgic - 70 dmg siege tanks in BW xD but dumb as hell overkill anyone? Atleast I won't have to worry about killing my own supply or marines as much I guess :p
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Nurman #319
Nurman
27/08/2010
Where the #@*% is that Marauder nerf?
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Sabbae #483
Sabbae
27/08/2010
Zerg players will 6 pool the *%#% out of everything now. How the f* to defend from that with T and P now?
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SNSDTaeyeon #105
SNSDTaeyeon
27/08/2010
@Sabbae: If they are going to balance through a bad tactic, mostly used by new players, that isn't hard to defend, the game would look completely different.
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Gector #790
Gector
27/08/2010
What the ... with blizz? Siege mod damage nerf in beta from 60 to 50 was OK, no questions. But now, from 50 to 35? How blind can you be not to notice that Hydra will just be abused in all matchups and just dominate in ZvT, cz Protoss still have at least Colossi and PsiStorm to confront them?
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NaNNéoWnT #320
NaNNéoWnT
27/08/2010
@Gector: o m g u serious, all zerg players get owned by siege tanks they need a nerf, since half of ur army is already dead when u finally be able to even hit sieges. ( if u got a ground army ofc.)
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schubi #586
schubi
27/08/2010
tank nerf is a must-to-do nerf they steamroll everthing - hopefully they nerf morauder vs toss and this stupid mule abuse its way too strong
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Aradebil #896
Aradebil
27/08/2010
dislike...mara?
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Redbear #924
Redbear
27/08/2010
Am i the only one who thinks its easy to rush with zerglings?
you can take a enemy out quick... if your quick... else you die quick lol
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SNSDTaeyeon #105
SNSDTaeyeon
27/08/2010
@Redbear: Yeah, it's easy to rush against bad players - no doubt.
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MadScientist #468
MadScientist
27/08/2010
@Redbear: It's also lame and you learn nothing from doing it.
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pHoEniX #711
pHoEniX
27/08/2010
Alright....now I can't even take a chance against 6pool....38seconds....Zergling already get into my base....or we gonna start some new tactics like 9gateway? ;(
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potfur #428
potfur
27/08/2010
terran imba
p the worst race ever :(
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Faerie #111
Faerie
27/08/2010
Let us chat when we pause in single player, please :)
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Eldanesh #982
Eldanesh
27/08/2010
Great, MMM still destroys everything....
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eNbee #153
eNbee
27/08/2010
@Eldanesh: Allow me to introduce you to High Templar, Infestor or Siege tanks depending on what race you play. In short, l2p, QQ less ;)
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NaNNéoWnT #320
NaNNéoWnT
27/08/2010
@Eldanesh: if u play zerg, just do banelings, I own 90% of terrans with that these days.
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KTTrollster #499
KTTrollster
28/08/2010
@eNbee: lmao, t3 to countrer t1, considering that t3 attack can be dodged. Very nice understanding of the game, my friend, why aren't you US president yet I wonder.
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eNbee #153
eNbee
29/08/2010
@BedFamous: Since when are medics t1? Also I'm not American, but I could probably do a better job than your 2000-2008 pick ;D
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Herjan #222
Herjan
27/08/2010
5 seconds is not gonna make a huge difference in how P will deal with 6pool.
Seige Tank nerf bothers me, as I feel catching mech "unseiged" is a big part of how the game is "supposed" to be played. You don't simply walk into Mordor. Small damage nerf and increased Seiging time would support the strategic element of the game more, imo. I also think the increased build time on early units devalues early game scouting. SC2 early game has so far been a lot more exciting than BW.
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Zilla #230
Zilla
27/08/2010
@Xelleh: I like the tank change, now it is possible to actually use Zealots against tanks, forcing Terran to have some other units in front to shield them. Makes it a bit more interesting than only having the Immortal option.
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grantelbot #584
grantelbot
27/08/2010
@Zilla: You can also face them with charge (if no meat shield in front) or colossi, I really don't understand the point of the change. 35 is a big big reduction. 40 - maybe I wouldn't complain, but 35 against non armored is baaad
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SCvTyson #815
SCvTyson
27/08/2010
good patch, but tbh ive meet only few players using reapers rush, 2-3 zerg players using ultralisks and a lot of zaelot rush players. So i think its a good one, zealot and zergling rush are most troublesome for me atm. I never go for reaper rush as it only slows down economy a lot and its simple not worth it. Any chance that you could actualy increase muta timers and decrease marines vs air dmg? Im a terran player and sometimes just fell unfair how my marines handle mutas and voidrays.
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@Iola: in korea most zergs open with reapers
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Skorpion #668
Skorpion
27/08/2010
Zealots shouldn't have been nerfed, Zerg need a buff and Marauders need their arms chopped off.
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Tenshi #967
Tenshi
27/08/2010
My question is if the achievement bugs will be fixed or not and if so then when.
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Dinsdale #880
Dinsdale
27/08/2010
@Tenshi: They will, but you have to do them again, which means tons of work for me...
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EoDEo #839
EoDEo
27/08/2010
MARAUDERS MEGA NERF THEM. sorry for caps. but blizzard seams to be forgetting the most imba unit in this game.

EPM uber ultra nerf. Not even a hint of this?

And the only unit for the protoss that dies only in 2x cost vs marauders - the zealot - is being nerfed? O common. What am I supposed use against them? Why am I forced to canon teran base and hope they die before the imba unit comes out?

Blizz you say you're reading. Then read- MARAUDERS ARE UBER IMBA. mega nerf them. AT LEAST 2x something. cost/dmg reduction you figure it out- but AT LEAST 2x something.

siege tanks need to friendly splash.

p.s. sorry for the outburst and caps. I was canoning terrans in rebelion to their overpoweringness untill the pach comes out. Now they mention siege tanks that no one builds in PvT as marauders 4tw is working just fine.

(maybe make anti gravity cast range 9 and non channeling- and can pick up aoe 1.5 of units- to disable marauders. Or something that will make protos able to COST effectively counter marauders - without the need to spend 2x minerals in zealots- that you managed to nerf...
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uncOmmOn #309
uncOmmOn
27/08/2010
can't wait for it