Call to Action: Balance Testing

Call to Action: Balance Testing

We’ve recently published a custom version of Antiga Shipyard, called "Antiga Shipyard 1.5.0 Balance v1.0," in which we’re testing a few small balance changes to StarCraft II. Our plan is to bring the changes to the game in a week or so. Here’s the situation:

  • Globally, matchups outside the professional level are balanced, and we see no significant issues.
  • As always, we are watching matchup balance in order to react as best as possible when issues do arise.
  • At the very highest levels of eSports competition, we feel that terran players are at a slight disadvantage against zerg. Many terran players, specifically those just below the very highest skill level, are underperforming in this matchup.
  • We’re dealing with this issue very carefully, because at the highest end of the pro level, terran players look about equal against protoss.
  • We’re making the smallest changes that we believe will address this.


Here’s what we’re testing:

Creep tumor build radius, vision radius, and creep spread radius decreased from 10 to 8.

This is a relatively minor change, but one that we feel will positively impact game balance at the highest levels of competition. After carefully watching as the pro game has shifted since zerg players started spreading creep more often, we noticed the increase in creep spread was only having a significant impact on TvZ. These are our goals with this change:

  • Keep the early game queen defenses and creep spreading viable, while at the same time making it slightly more difficult for the zerg pro to quickly spread creep across the whole map.
  • With tactics where a single creep tumor is being used, there is practically no change. Creep doesn’t spread fast enough for this change to make a difference at most levels of play.

Raven movement acceleration increased from 2 to 2.25.

Raven movement speed increased from 2.25 to 2.5.

After seeing pro players using the raven, we made these changes considering these two lines of reasoning:

  • Even the best micro players in the world were struggling to use the raven due to the slower acceleration and movement speed of the unit. Seeker missile cost or cast range appear to be secondary factors.
  • Because ravens are difficult to use, we don’t expect this buff will have more than a small impact on high-level play or any significant impact on balance at most skill levels.

As always, these changes are not final. Please log on, try out the changes for yourself, and then join our feedback thread. We’re looking forward to testing these changes with you, and will do our best to address the feedback we receive.

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GosuGhost #538
GosuGhost
20/08/2012
Ok, so here is the update (interview with Kim on HOTS, small part is about Wol balance)

http://www.gaming-insight.de/sc2/2890

So apparently, after almost 4 months of zerg being favored in TvZ, suddenly raven and creep change, even though minor, won't go through because according to Kim, zergs are again struggling against terran. This seems to be based on those 3 late games played on Metropolis where terrans won zerg in the late game.

I particularly like how they will sit on balance changes for 4 months, giving terrans plenty of time to try to adapt, and then make a rapid decision based on 3 games on 1 tournament.

Well played, Blizzard.
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Dane #878
Dane
20/08/2012
Give the Raven a long range attack with small damage.
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Cantrix #640
Cantrix
20/08/2012
Raven need alittle speed buff thats good. But reducing creep i dont know, reason why zergs get their creep way too far out on the map is bcuz the opponenet is way too passive.
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Cantrix #640
Cantrix
20/08/2012
@Frankish: How to remove post?. i changed my mind on creep. I think it needs a nerf
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Sxlaiz #402
Sxlaiz
17/08/2012
Raven sure needed a buff
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Its logical but I find it a bit frustrating that stuff gets patched for only a very small group of players.

From the matches I play, creep isnt used alot, and I am trying to use it more often. Those small changes are just annoying..

Again, I understand the point completely, but it feels stupid =P
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ThunderEagle #516
ThunderEagle
14/08/2012
haha lots of guys say you dont can talk about balance because you dont have skills lol ? i have play 1000 games this season (oke 30 % cheese) and some 4v4 so i know where i talk about also i m a very well in the editor so i know all issue so the best editor guys need to talk about balance
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EthicaOdini #119
EthicaOdini
13/08/2012
I WANT MECH in TvP !!!!!!!!!!!!!! I am JUST tired to see people going only mmm !!!!!!!!!!!
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VFǂEaTToast #386
VFǂEaTToast
12/08/2012
Hehe 90% of all comments is about "You can´t talk about balance because you´re below (Players) league. Trolololol, the rest of the 10% is people like me commentating how retarded people sounds like, making myself looking retarded aswell. ♥
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ThunderEagle #516
ThunderEagle
12/08/2012
Protoss winrate

is weak vs mass air like muta or void (4v4 problem but i think in 1v1 too)

is weak vs terrran because they dont have marine marauder crush unit alone
-Colossi but they get vikings
- High templar but than you get ghost EMP
- Carrier (that works in my opinion but carrier will be removed ;l)

my opinion nerf the !@#$ing stimpack remove it from the marauder (buff there shells) make the EMP an abbility upgrade
dont remove carrier but nerf the gravitic catapult and remove voidray they never used in 1v1 (alone sometimes vs zerg) and replace by the tempest than they get the surgical strike role(dont make it a capital ship) and i think that things will be more used and make the carrier (after the removing of the gravitic catapult upgrade) buff the time they need to warp in and buff the phoenix with or a splach damage upgrade or add + 1 range so they can counter a mass voidrays in 4v4
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terran

never using mec (alone siegetanks -banshee (for banshee rush) and helions

my opinion
make the fusion core a require to upgrade the vehicle and air level 2 and 3 so if you have a fusion core and its scout the enemy direly thought ooo noo bc and if you get a fusion core already you make 1 or 2 bc to support your army (same of carrier if you must go phoenix vs air)
------------------------------------------------------------------
zerg

- in early game weak vs air (you can birth queens of course)
- never using of the hydralisk
- overpowers roach rush in the begin game (maybe its easey to counter but its just so lame)

my opinion make the hydra a tier 1 unit require a spawning pool (in hots)
and roach require a lair and bring the musculair augment (hydra speed upgrade) upgrade now in WoL (require a lair plz)
maybe if the roach lair level (tier 2) you can buff the attack speed
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Kakado #307
Kakado
15/08/2012
@ThunderEagle:
Sorry to say this but the hydra tier 1 idea would be overpowered as !@#$! and i say that as a zerg player. Hydras are great vs gateway and if you can build them with a spawning pool you will not see 6 polls anymore no you will see pure all in hydra pushes like a protoss 4gate 2 times as strong.
and you idea with protoss suck vs mass air... get archons and in lategame get a mothership AND archons.
when you upgrade terran weapons you need an armory for +2 and +3 why would you want a battlecruiser if you want to go mmm?
And no! You do not make 1-2 battlecruisers to support your army in 1v1. The battlecruiser is nearly never used in fact.

Ohh and btw voidrays are getting used a lot. so it is a bad idea to remove them.
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ThunderEagle #516
ThunderEagle
19/08/2012
@Kakado: ahh oke

you can say archons with mothership (its alone a 4v4 noob problem) but archons cost 300 gas and 4 food 100 min and if you have see the 4v4 maps you can max 2 -3 expends

and i never see voids in 1v1 i think alone voidnoobs use him in 4v4

and hydra mwa i dont know you can always nerf the start range and groove spines increase + 2 or so

also hydra get the same role as the roach you can do the same with roach the but roach have more life and hydras can be killed more easer

and it slove the early banshee rush

but the point is in hots you can test it in the beta and see whats stro nger roch rush or hydra rush than you can always nerf the range and give groove spine upgrade more + 2 or so

and terran i dont know bc never use of courese but now with the tempest i think bc will be more use with redline reactor for ( i think bc get a smiler role to the tempest) thats why i say make armory upgrade 2 and 3 fusion core require \

and why carrier i use it vs late mmm ghost viking

so dont remove carrier and replace the void (thats make the tempest a really harassment unit with the siege range and less DPS i think tempest also never used)
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Zoxz #617
Zoxz
21/08/2012
@ThunderEagle: What you are saying is bull!@#$.. Get better facts, watch pro games and read up on HOTS since it is very clear that you dont know what you are talking about.
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ThunderEagle #516
ThunderEagle
24/08/2012
@Zoxz: not ? we have the same lauge so you know it better ? also im data editor pro so i know 2x better where i talk about then you do of course all tactics can be stayed but some things are harder to slay

its in hots idea btw
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NewbieOne #967
NewbieOne
11/08/2012
Also, there have been changes without PTR, so I'm not sure how good the claim looks that the changes "as always" aren't final.
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NewbieOne #967
NewbieOne
11/08/2012
Are you sure you're consistent? You say there's balance everywhere under pro, immediately after that you say. "Many terran players, specifically those just below the very highest skill level, are underperforming in this matchup." Also, the next bullet point says, "We’re dealing with this issue very carefully, because at the highest end of the pro level, terran players look about equal against protoss." Grammatically, "this" should refer to TvP, not TvZ. You've got a nonsequitur there. You've generally been inconsistent when talking about Terran issues (like fixing a "slightly too effective counter" by "significantly" reducing its effectiveness). Guys, get some order there if you're struggling with consistency. Or word it better if you actually are consistent.
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fanatic #686
fanatic
11/08/2012
When you're at it, maybe force crossposition too? I believe maps like entombed valley are IMBA when a terran spawns close to you, considering how quickly they can replace exploded siege tanks with new ones at the mighty push at the darker area of the map
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Maybe you should also investigate "Neosteel Frame" upgrade.

Neosteel Frame
Researched from: Engineering Bay
Increases the cargo space of a Bunker by 2 and the load space of a Command Center or Planetary Fortress by 5.

I have never used this upgrade as I find it completely useless. It would be awesome to replace it with ability to allow terran players build their using up to 99% when they are at maximum 200/200 supply. Zerg and protoss players can re-max after fight a lot faster.
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ThunderEagle #516
ThunderEagle
12/08/2012
@fds: it is used when the zerg swarm your base like your 3 th or 4 th expend like roach (with the upgrade you can place one marauder inside the bunker) or if you choice to make an orbital and not a fortress (because there is many air)
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BlaZe #635
BlaZe
13/08/2012
@ThunderEagle: sorry thunder eagle that would be aa useless upgrade but you dumb silverr gold level theory crafter who knows noithing your talking to a masters player like u know anything lmao ok let me hit you with logic why spend gas on a upgrade or minerals when u can just make an extra bunker for that price now doi you understand how dumb your logic is thunder.........
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ThunderEagle #516
ThunderEagle
13/08/2012
@BlaZe: you need to shut up man you are diamond oke ? but you never play and you have lose 11 games in 1v1 and win 4 or 5 so you are platinum i think so and im high gold (now mid because i play 4v4 last time) and common you are one league higher than my

and dump maybe you put a marauder more but i dont say you do it always but sometimes it also add more armor so vs bandeligs or vs mass muta to make a anti air bunker (turrets are weak vs muta) is cleave to do it also i have lots of skills in the editor so i understand why blizzard add some upgrades
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Fearnoevil #311
Fearnoevil
11/08/2012
Im not sure changing that tumor factors directly from 10 to 8 is a good idea. There's number 9 in between boys! However i agree with some ppl here about a Hunter Seeker Missile. It should at least "ALWAYS" kill - say any lower-than-400hp-unit that it hits directly. Splash dmg is ok, but if u can't kill for good at least one infestor or broodlord, or any toss unit it's almost useless...
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I would like to know what Blizzard is doing in terms of nerfing Terran skill cap at the highest level. I mean you know about Liquid taeja that has 80% winrate vs zerg? that is unacceptable, and you know that this nerf will make that even higher.

Its time to nerf and lower the skill cap of Terran or make Zergs higher. A playing having 80% winrate at the highest level cannot be deemed fair or be allowed.

So im assuming steps are being taken. Or do you want Taeja to have 85-90% winrate vs zerg?. and terran can use the 3 stupid units every game vs zerg, marine, siege tank, medivac.
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ThunderEagle #516
ThunderEagle
11/08/2012
@RMJ: and marauder

i agree the same vs toss whats the win rate t v p
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Viserion #106
Viserion
11/08/2012
@ThunderEagle: 63%
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Flinz #319
Flinz
11/08/2012
@RMJ: I have samekind opinion than you but not because of Taeja. It's silly terran had such higher skill cap from beginning while toss had quite low and zerg hit mid ground. This just caused terrans be higher in pro games while standard players struggle more against other races. Nerffing terran to get it on bar with others may solve top games but not for normal players. Fixing raven is good unit as it is really hard use,get and cost lot. It just wasn't worth it.
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BlaZe #635
BlaZe
13/08/2012
@RMJ: wow your a monterously retarded idiot lmaao there sonly taeja with this winrate because taeja the player is op not terran god gold players throwing stats around like they know stuff makes me vomit....
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Sacred #603
Sacred
10/08/2012
i tested the Raven alot in a unit tester and and the HSM needs to only cost 100 energi. The aoe damge is fear size but with only 1 HSM per raven you wont actully kill anything. mostly just leave units like Brood Lord, Curoputor, Ultralisk to about 50% hp and that doesn't rly seem to be cost effetive at all since its the late game that you are able to get out Ravens and you run a very big risk of loseing the raven because of its short range, poor micro, and damge from the HSM its self.
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ThunderEagle #516
ThunderEagle
11/08/2012
@Sacred: in my opinion must the raven seeker cost decrease from 125 to 75 or 100 and remove the energy upgrade and the durable materials upgrade than they are smiler to the ht

and common 5 upgrades to the raven (seeker tech energy upgrade durable materials hi-sec auto and building armor (and the 3 air armor but thats normal) remove durable materials man that upgrade suck but its just my opinion
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OneManGang #956
OneManGang
10/08/2012
Seriously when will you guys understand.... matchups are not balanced because pf 50-50 results. Its the level the players are at based on their skill. I playrandom at the moment and can tell you a diamond terran is a FAR better sc2 player than a diamond P or T. If the matchups were balanced a lot of terran would get v quickly promoted imo. I dont think the matchupps are far off balanced and the main issue is ease of play not unit interaction. P for example requires close to no apm compared to a terran this is a source of imbalance imo, less apm required to play your race more apm for other things better multitask results and in turn everything improves just because the race is mechanically easier to play!
If you want balance blizz lower the apm required by terrans to function, this will make little to no difference to pros who effectively have limitless apm but will make balance better below 250 spam level
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Threshalon #661
Threshalon
10/08/2012
@OneManGang: Couldn't be further from the truth. I am platinum level toss, and I outapm every single player I face. Only once have I faced a player with higher apm than me, he was low master.

T does not require more apm. It requires more apm when you're in a direct engagement, but clever playing can help with that issue. I nearly only lose to basesniping. They hide their whole army and then run in and snipe a base of mine as I advance through the map. Is that very hard? No, right click, a-move. And I need all my forces if I shall attack. I can maybe leave a templar or two, but they won't make a difference.

My average is between 110-130, and almost all T's I see average from 65-90. So there's a clear difference there. But some still win. T is not at a disadvantage. People just need to become more clever with the race. Zerg have done that. T just hasn't been able to figure things out. Look at people like Taeja or ThorZain. Taeja 80% winrate TvZ against some of the best Z's in the world. Is T very hard? No, just deny creep and drop-attackswing. So easy. P is harder because I have to judge how much troops I must split from the main army to defend drops. Too little, they were in vain, too many, my main army crumbles.
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OneManGang #956
OneManGang
10/08/2012
@Threshalon: im talking in generalisms here your specific case doesnt mean anything. Also the way you talk makes it sounds like you know everything and never lose so gl in the next gsl etc...
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OneManGang #956
OneManGang
10/08/2012
@OneManGang: Also how does the fact that you have high apm mean that terran dont need higher APM, you addreess almost nothing i say this is just a rant about how amazing you think you are...
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Viserion #106
Viserion
10/08/2012
@Threshalon: I'm Platinum terran and I also have experienced the same phenomenon, I outapm my Protoss opponents. I also have around 120 apm while I on average the Protosses I face always have the lowest apm compared to my Zerg or Terran opponents.

In short, APM is not a big of an deal.

Your post is full of bias so it's just worthless to argue here. To me it seems that you actually know something about playing Terran despite the fact you play Protoss. So tell me, have you actually experienced laddering as Terran at your level?
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ThunderEagle #516
ThunderEagle
11/08/2012
@Threshalon: t is normaly very hard look you are silver the terran isn't so cleaver and they dont make lots of ghost so

the olny thing to beat marine - marauder is carrier (do that work ? yes to snipe maraudrs) colossi stalker ht some phoenix for viking and zealot sometimes sentry hallucination and forcefield and a mothership with vortex or massrecall but my marco isn't the best and an other problem is terrans rush always i was 7 gold now im 21 because i get alone terran

NERF THE !@#$ING STIMPACK FROM 50% MORE SPEED AND ATTACK SPEED TO 25 OR 30 % and remove it from the marauder man that thing shoot with stims even fast as the marine 15 (+5 vs mechanical) damage per hit holy %^-* is their a unit what did more DPS ? you can always buff the marauder with other things also buff some mec thats more fun to play vs terran
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BlaZe #635
BlaZe
13/08/2012
@Threshalon: @Threshalon: soon as you said your platinum i stoped reading lmaoooooo platinum theory crafter lolz and apm means nothing onemangang and u protoss nub apm is nothing go download sc2 gears in google and see what (EAPM) Eapm/effective/multitasking/macro/micro apm you have most protoss have around 80 in masters terrans 130 Eapm/eapm is multiasking/mechanics therefore terran need 40ish EApm more than toss at pro level protoss like mc have 165 eapm and taeja has nearly 200 eapm and dont any onemention EPM EPM is blizzards terrible replay version which does not count EFFective apm properly Download Sc2 gears and load up some pro replays and see the difference in eapms all my write up is 'from facts = noob platinum toss !@#$
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Seacow #645
Seacow
17/08/2012
@OneManGang: Really have to agree with you there. TvP is so hard to mirco against templars and !@#$. I loose nearly everytime it's gutting. All P do is a move the press T a few times over my army. Where's as I have to emp accurately then stim, spread and kite all very quickly. It's very hard to do. I've only just realized that medivacs should have there own control group as well. The mech change in HOTS will sort this %^-* out though.
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Finn #210
Finn
10/08/2012
As a Zerg and Terran player, I overall like this patch though I would like to add that it is only one small step towards fixing a game with a lot of issues at the moment.
Unfortunately, the proposed patch changes are not appropriate in comparison to the struggle which players had for months after the last patches.

Feedback:

- Creep tumor size is still reasonable. In fact after playing a couple of games as and against Zerg on the test map, the new creep tumor size feels much more natural.
- Spreading creep tumors becomes a bit faster, because you can avoid scrolling when doing so now.
-You can still spread creep easily with a couple of queens. Maybe not cover an entire area on big maps, but cover the areas that matter.
- Creep tumor DENSITY is much (!) higher now, which slows down terran and toss when pushing through creep towards the zerg.
- Raven speed is nice, but I cant see it have a big impact (same as the BC speed upgrade). Raven HEALTH and/or RANGE would have been a much better choice and would also have been more appropriate given the total cost (Starport with tech lab is something terran players normally dont have in a game or at least only temporal, this reduces your medivac or viking production and the raven with its high cost almost never pays off this trade.) Raven speed is a small step in the right direction, but not enough.
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bArs #906
bArs
10/08/2012
Ht can't fb massive units
make fungal radius smaller or nerf the dmg

ez game balanced
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Sacred #603
Sacred
10/08/2012
@bars: i play terran and i rly think protoss needs to able to feedback the BC. but its kinda wierd that a Ht can feedback a mothership.