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Jan 9 2013 05:15pm
Quote
Hi everyone,

We will be bringing the beta down at 3:00 p.m. PST this afternoon to make the balance changes listed below. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!

Terran

Barracks
Train Reaper no longer requires a Tech Lab Addon.

Hellbat
Attack speed changed from 1.9 to 2.
The Infernal Pre-Igniter upgrade no longer increases Hellbat weapon damage.
Napalm Spray weapon damage increased from 10 +9 vs. light to 18 +12 vs. light.
Splash damage radius decreased from 110 to 45.

Medivac
Caduceus Reactor
No longer improves the healing rate of Medivacs.
Upgrade cost decreased from 150/150 and 110 seconds to 100/100 and 80 seconds.
Emergency Thrusters ability renamed Ignite Afterburners.

Raven
Seeker missile
Energy cost decreased from 125 to 75.
Primary target damage reverted from 300 to 100.
Seeker Missile once again deals splash damage.
The delay time prior to firing has been increased from 3 to 5 seconds.

Reaper
The Battlefield Awareness passive ability has been removed from the game.
Movement speed increased from 3.38 to 3.75.
The Nitro Packs upgrade has been removed from the game.
P-45 Gauss Pistol weapon damage decreased from 4 +5 vs. Light to 4.

Siege Tank
Siege Tanks no longer require an upgrade in order to enter Siege Mode.


Protoss

Mothership
The Vortex ability has been removed from the game.

Mothership Core
The Envision ability has been moved to Oracle.

Oracle
The Time Warp ability has been moved to the Mothership Core and the Mothership.


Zerg

Infestor
Fungal Growth damage decreased from 30 +10 vs. Armored to 30.

Mutalisk
Mutalisk Regeneration passive ability renamed Tissue Regeneration and its tooltip has been updated to improve clarity.


What do you guys think?
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Jan 9 2013 05:18pm
Bard's Revised Patch Notes:

Terran:
Removed reapers. They can now be built for free at any building instantly, but since it takes 11 hits to kill a probe/drone and 12 hits to kill an SCV, lolwhybother?

Removed the ability to all-in Terran players. Tanks spawn sieged and impeccably placed.

HSM is good now. Too bad nobody will use it.

Protoss:

Fixed a bug where Protoss could win late game PvZ with a well-placed vortex.
Removed plumbing from the Protoss arsenal.

Zerg:

LOLJK DIDN'T CHANGE ANYTHING
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Jan 9 2013 05:23pm
Quote (BardOfXiix @ Jan 9 2013 07:18pm)
Terran:
Removed reapers.  They can now be built for free at any building instantly, but since it takes 11 hits to kill a probe/drone and 12 hits to kill an SCV, lolwhybother?

Reapers are really annoying, TvT in Hots pretty much revolves from reaper build and anti-reaper builds from what I heard. Also, it's not as big of a commitment and hits much faster since no tech lab required.
Also, Catz was saying Reapers were a pretty annoying deal now,and mentioned alot of zergs are opening Pool first just because of this.


Quote (BardOfXiix @ Jan 9 2013 07:18pm)
Protoss:

Fixed a bug where Protoss could win late game PvZ with a well-placed vortex.
Removed plumbing from the Protoss arsenal.

Zerg:

LOLJK DIDN'T CHANGE ANYTHING

Have you played beta yet before? They've been saying that skytoss was extremely powerful against zerg lately, and the infestor nerf is pretty big considering it helps out Mech Terrans and Skytoss even more.

This post was edited by Hanmin on Jan 9 2013 05:29pm
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Jan 9 2013 05:23pm
5 second delay for a HSM is HEAVY

and the hellbat essentially got more damage, without the need for blue flame, with shorter range




seeker missile energy adjustment to match storm and fungal was the most obvious necessary change in the FUCKING WORLD

takes blizzard 3 years to figure it out

This post was edited by eyewuvd2 on Jan 9 2013 05:25pm
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Jan 9 2013 05:25pm
Quote (eyewuvd2 @ Jan 9 2013 07:23pm)
5 second delay for a HSM is  HEAVY

and the hellbat essentially got more damage, without the need for blue flame, with shorter range


Yea, Browder said that he's been trying to find a way to make Mech more viable against Toss. Siege upgrade and that Hellbat change might help.
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Jan 9 2013 05:26pm
the muta change is actually really nice, especially coupled with the HSM change, now an early raven should never hinder air control when going spire.

spire spire spire spire

i love spire
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Jan 9 2013 05:29pm
Goodbye Reaper, my dear favorite unit. It was fun while it lasted.
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Jan 9 2013 05:32pm
Quote (Butt_Commander @ Jan 9 2013 07:29pm)
Goodbye Reaper, my dear favorite unit. It was fun while it lasted.

Yes, increase the ability of their speed by a good amount without any upgrades, and took the tech requirement off. You can now reactor them, or have twice as many out at the start as before. Bye bye reapers.
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Jan 9 2013 05:34pm
Quote (Hanmin @ Jan 9 2013 04:23pm)
Reapers are really annoying, TvT in Hots pretty much revolves from reaper build and anti-reaper builds from what I heard. Also, it's not as big of a commitment and hits much faster since no tech lab required.
Also, Catz was saying Reapers were a pretty annoying deal now,and mentioned alot of zergs are opening Pool first just because of this.



Have you played beta yet before? They've been saying that skytoss was extremely powerful against zerg lately, and the infestor nerf is pretty big considering it helps out Mech Terrans and Skytoss even more.


Seen some streams but haven't played much. Haven't heard of how well air Protoss has been doing. Removing the vortex really hurts Protoss, but it also sort of balances things...to have an ability that can instantly wipe out a 200/200 army is pretty silly IMO. But Protoss needs something to compensate for that. Maybe the new airships do that effectively, I haven't seen a lot of them.

And yes, reapers are really strong. But now they're back to not existing, a la WoL. There must have been some way of nerfing them without removing them from viability. Four damage a shot, honestly.

Quote (Hanmin @ Jan 9 2013 04:32pm)
Yes, increase the ability of their speed by a good amount without any upgrades, and took the tech requirement off. You can now reactor them, or have twice as many out at the start as before. Bye bye reapers.


Maybe if you all-in. Or if you're okay with having a 10 minute factory. Don't forget, they still cost 50 gas a pop.

This post was edited by BardOfXiix on Jan 9 2013 05:35pm
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Jan 9 2013 05:35pm
Quote (Hanmin @ Jan 9 2013 03:32pm)
Yes, increase the ability of their speed by a good amount without any upgrades, and took the tech requirement off. You can now reactor them, or have twice as many out at the start as before. Bye bye reapers.


4 dmg but cost 50 gas
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