StarCraft 2 Patch Brings Bug Fix, Minor Balance Change
StarCraft II lead producer Chris Sigaty told us to expect a minor patch in the week's following BlizzCon. A large features and balance patch should be released later this year, which will include, among other things, chat channels and the support for seasonal ladders.
StarCraft II: Wings of Liberty - Patch 1.1.3General
Balance
- New game categories have been added to filter Tower Defense and Tug of War custom maps.
TERRAN
Bug Fixes- Thor
- This unit will now prioritize attacking ground combat units over Medivacs.
- Fixed a desync that could occur when trying to watch replays that had a dependency on bank files.
The timing of this patch places it just a few days before the finals of the GSL2, which is scheduled for this Saturday in South Korea. The minor balance change shouldn't affect things too much for the final match, but it will be interesting to see if Blizzard releases the large patch before the qualifiers start for GSL3.
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Terran vs Protoss is broken and marauders are the root cause of the problem. Maruaders need to lose stim or the protoss need some buffs like a huge range upgrade for immortals or up the damage of psi storm. Also, it's retarded that concussive shells slow archons.
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Marauders rape EVERY protoss gateway unit, only way to beat them is to tech to Immortal..which is unless cuz marines rape Immortals...so Tech to T3 and get collosi...but wait Marauders rape them.....best option is just get PSI storm with your left over 1400 gas and pray thry dont build a single Ghost with no upgrades to make all your units usless
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wow guy you sure sound like noobs. I play terran in Diamon 1v1 and I'm pretty sure I lose more than 50% of all games vs Protoss. Marauders die very fast to mass stalkers, especially when combined with sentries, zealots. If toss goes 3-4 later and with lots of ground units then terran units will melt WAY before vikings can take out those colossi. In late game Toss it is basically impossible to beat a toss with 1-2 exes. Once he has like 10 gateways he can just warp in new units instantly so that even if you win a battle you are mostly screwed anyway.
Seriously, playing Terran vs Toss in Diamond requires the Terran to have a LOT more micro than the Toss player. You will have to focus on sentries, colossi, HT all at the same time while properly using your ghosts to take out their shields. You will have to make sure that your vikings attack from the side or else stalkers will take them out fast. And you will have to make sure that your Marauders stay in front of your marines etc.
Look at the win rates in the mid leagues, I think it is like 60% for Toss in Toss vs Terran. So stop complaining...-
No... just... no.
I haven't been able to even field high templar in a PvT in a safe and consistent manner. Players are also getting better with splitting their units such that storms aren't as effective. The only two units that protoss actually hard counters of the Terran army are the tanks (via immortals) and marines (via colossus).
Protoss has a lot of gimmicky plays, but when it comes right down to it, they are at a noticeable disadvantage early game and a competent Terran player should take advantage of this gap of when you can field colossus and when Templar can be fielded (hint: its almost a full 5 minute time gap). During this transition time, protoss players have limited options to harass / attack.
Yeah, they're available (blinking stalkers, warp prism drops, phoenix, void rays, colossus timng pushes) but they're so risky because retreating isn't really an option when you're against a marauder marine and stim. Therefore, toss prefers to stay in their bases until its safe whereas Terran can gallivant around the map without much to worry about. Also, Terran has plenty of harass options that aren't risky, have little investment, and aren't going to outright lose them the game if it fails (e.g. blue flame hellion drop).
Toss harass options circle around the warp prism (which gets shut down quite easily by vikings) or blinking stalkers. Blinking stalkers are a mixed bag because if you devote resources to them without doing sufficient damage you're behind a ton. Warp prism is effectively shut down and most Terrans will at least tech to a starport if they see a robo bay down to deal with colossus. Because of all the ways Terran can shut down protoss, protoss's best option is to stay at home and mass up colossi & HT. Then they roll out with their death ball and Terran players complain about it. What they don't realize is the time lag associated with getting Col & HT. During that period, like I've said, Toss doesn't have many options to force the tempo of the game and are literally at the mercy of how aggressive the Terran player wants to be.
I'm not saying Terran is OP or Toss is UP, but that is the state of PvT right now. Blizzard needs to find a way to change the matchup such that each side can keep up with each other's tempo during all phases of the game while not falling behind economically. I don't know the best way to balance this or how Blizzard is going to approach it, but a few units need to be worked around to actually make sense of the matchup. I think the mMarauder is fine, its the marine that is out of control. The sheer DPS on it makes it such that protoss has a very hard time countering them early game. Two of the three basic gateway units have the lowest DPS in the games and are pretty fragile (sentry and stalker), and the other one has its own problems against MM early game as it will get endlessly kited. The result is that Protoss either needs to dump a lot of money into sentries so that zealots can do their job which is a little absurd. This delays tech for protoss and if sentries are lost then its a completely Pyrrhic victory. Any time the Terran player is trading units that cost 50/0/1 for 50/100/2 they should be jumping up and down.
So yeah, in short, I think the marine is the problem. Maybe lowering his damage by one, or making him cost extra, or decreasing the effectiveness of stim (cooldown, more health, less duration, lower movement speed, lower attack speed, any one of these) would help shift early game balance in a meaningful manner. On the protoss side, something needs to be done with the colossus. A damage reduction, splash reduction, or something. It's not that straight forward on that end. Protoss end-game needs to be less effective is all I can say.
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