General
* You can now report misconduct or block communication with a player after completion of a game by right-clicking on the offending player’s name in the score screen and choosing Report Abuse or Block Communication.
* You can now view any player’s profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile.
* Updated unit and ability tooltips to be accurate in all regions.
* Improved the visibility of units on zerg creep.
* Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players.
* Improved the system that handles promotion and relegation between Leagues.
* Improved the Favored functionality to more accurately portray Even matches and display properly in the score screen.
* Improved 2v2 arranged team matchmaking so games are found more quickly.
* Improved replay functionality so missing maps will be downloaded from Battle.net when you view a replay.
* Korea: Improved the logic for the age gate functionality.
Balance Changes
* GENERAL
o Pathing has been improved so units can now properly block ramps and choke points.
o Made a change to how zerg creep affects doodads, such as trees, to prevent players from seeing the starting location of zerg players through the fog of war.
* TERRAN
o Viking
+ Cost changed from 125 Minerals and 100 Vespene Gas to 150 Minerals and 75 Vespene Gas.
o Ghost
+ Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas.
+ EMP Round radius decreased from 3 to 2.
o Factory
+ Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.
o Tech Lab
+ Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.
o Reactor
+ Build time increased from 25 seconds to 50 seconds.
o SCV
+ Life decreased from 60 to 45.
o Bunker
+ Build time decreased from 40 seconds to 30 seconds.
o Marine
+ Build time increased from 20 seconds to 25 seconds.
* PROTOSS
o Colossus
+ Thermal Lances damage decreased from 23 to 20.
o Observer
+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.
o Stalker
+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).
o Dark Templar
+ Armor type changed from Biological-Psionic to Biological-Psionic-Light.
o High Templar
+ Armor type changed from Biological-Psionic to Biological-Psionic-Light.
o Dark Shrine
+ Build time increased from 80 seconds to 100 seconds.
+ Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.
* ZERG
o Baneling
+ Volatile Burst damage increased from 15 (+20 Light) to 20 (+15 Light).
o Roach
+ Burrowed regeneration rate decreased from 10 to 5.
+ Upgraded burrowed regeneration bonus decreased from +20 to +10.
Bug Fixes
* Fixed an issue affecting the incorrect assignment of arranged teams to certain Leagues.
* Fixed an issue affecting random teams that caused no points being awarded on wins and too many points being removed on losses in certain situations.
* Fixed an issue involving the Bonus Pool display on the Quick Match and Leagues & Ladders pages.
* Korean client: Fixed an issue affecting the ability for Korean players to properly view profiles. They can now see their League ranking on their profile page.
* Fixed an intermittent UI crash on game shutdown.
* Polish client: Fixed a crash which would happen any time a “Player is no longer being revealed!” message was displayed…
Wow! What a patch.
Lets try to tackle the bolded in order.
Pre-patch Zergs could force hold position units aside that walled off a ramp and run by. Zergling run ‘throughs’ were literally unstoppable on the small maps and Toss had to pull all probes to stop it. Good fix.
25/25 Mineral and gas trade on the Viking with a 50 gas price drop on the ghost. Since gas is more valuable than minerals these are good changes. It is also forcing Terran to lean away from massing those Marines they seem so fond of. EMP radius was reduced to punish proper units instead of an end all shield nuke (Which it still can be if you have 3 ghosts).
Marine production nerf. That extra 5 seconds doesn’t seem like much but that is a 25% increase in production time. Toss in doubled reactor time (+10 seconds pre 2nd patch) and the higher mineral cost of ghosts and vikings and it looks like less focus on marines being the meat DPS ball of your army unless you cut elsewhere. Early game 2 Barracks reactor marine rushes are no longer viable partly thanks to…
SCV HP nerf to 45hp. This drop allows: Dark Templar to 1 hit them, Banshees to 2 hit them, Zealots to 3 hit them, and Banelings to 2 hit them (more effectively). Also less effective in absorbing damage in fights and all-in rushes. I can’t say I feel that the HP nerf, marine production nerf, and reactor nerf were all needed to combat the Terran rush early game, espcially with Blizzard saying they would buff Terran mech. All that happened was a 50 mineral drop in the cost of a factory.
Collosus damage nerf is glorious and everyone rejoiced. Hooray! No more 1 hit marines, 2 hit hydras, and a 15% damage nerf to everyone else. They are still imbalanced in large numbers (so some players say) but it is a welcome change.
With detection being more costly and harder to get it makes sense that the observer increase in cost (Especially since it does not require another building like SC 1). Maybe it will be worth it to scan or get an early Raven / Overseer to kill them.
The Stalker buff is interesting. Overall it gets a nice damage boost, but it loses the +2 damage per upgrade to armored units. Instead it only gets +1 now. Overall good.
Roaches regen is halved. ZvZ still only Roaches regardless. Probably see a shift of less Roach openings vs T and more banelings. In a full out battle this doesn’t change much because the roach is used for its high armor, damage, hp, and low cost.
Some other things to note: Stalkers vs Mutalisks are slightly better, Toss doesn’t have to worry about early marines pressure as much, PvT harass looking to be more focused on DT/Zealot. Zealots with Charge are fearsome indeed.