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 (689)

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DemonZFuSion #537
DemonZFuSion
10/29/2010
i reakon for zerg v protoss colossi is extremely devestating to slower zerg ground units like hydra and roach.
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Dragon #902
Dragon
10/11/2010
I agree, not being able to watch replays with your friends ingame is really one of the limiting factors in sc2 for me.
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YippeeKiYay #119
YippeeKiYay
10/10/2010
The "Beyond" should mean fixing all the problems this patch has created in the first place!! Still haven't been able to play since this patch, and still haven't got any help from Blizzard.
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CrossBlack #693
CrossBlack
10/3/2010
wow nice uhmmn question does anyone does a tactic using a overseer this is what i always do when i play long game i use a skill with overseer that stops building from making units at the very start of the game use your overlord to patrol then don't let it be notice evolve it as soon as possible that would help much
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davidcheah #585
davidcheah
9/27/2010
i cannot play with the new version 1.1
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RayKas #389
RayKas
10/8/2010
@davidcheah: wow that sucks
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RayKas #389
RayKas
10/8/2010
@davidcheah: wow that sucks
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BRabbitSRG #947
BRabbitSRG
9/26/2010
Thank for fix bug game but why " - damaeg my tank " Y__Y
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Admin #873
Admin
9/23/2010
I love the new graphics for the skills/upgrades, why wasn't it in the patch notes though?
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Pandamonki #670
Pandamonki
9/23/2010
i just dl the patch and cant play singleplayer, watch replays for find a ranked match any more, help meee
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fWHAT #181
fWHAT
9/23/2010
What Size is the Patch?...
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fWHAT #181
fWHAT
9/23/2010
@fWHAT: there was 3 different D/L first was 3.8MB second was 12.8MB third was 14.6MB
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Cori #577
Cori
9/23/2010
..infestor's Neural Parasite still can control 15sec only.... T^T
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alegreatz #482
alegreatz
9/23/2010
too much waiting... my hands are shaking now.. need to kill some ultalisk now.. :p
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BoilingBlood #359
BoilingBlood
9/23/2010
@alegreatz: haha, you will get owned by baneling. :D
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Souldestroy #670
Souldestroy
9/23/2010
hey.... reading through all the comments, and all the QQ'ing people are doing about this patch.... all i can say is, ty blizz for fixing up some of the issues, i can understand it takes 1 thing to be nerfed to make another unit op for that tier or part in the game.... but each race has its ways that it sticks to, i read someone saying, the only way zerg can counter thor is to ultralisk, and now thats gone...... well i dont believe that, im not exactly the most skilled player but if u get burrowed roachs.... thors are gone already. but seriously, you guys should be grateful blizz actually took there time and effort into continuing SC, or most of us wouldnt have half our day planned anyway. i see that 1 marauder - 2 roachs, and 1zealot - 4 lings..... but ur zerg? isnt the whole point of ur race to mass... to have a constant harrasment on the enemy... get under them, into there base and piss the player off so much they start making there own mistakes?, there is many different tactics to each race..... it doesnt matter if terran gets nerfed, or toss, or zerg, there is other tactics that u can use to play that race, quit crying about the tactic u use getting nerfed bcuz if u are any good at the game..... you shouldnt have a issue with playing a different style.
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SideWinder #750
SideWinder
9/22/2010
blizzard have all ways been known to make some weird changes in their patches why should starcraft be any different.
As every one has said about tanks armored units should be better against tanks not squishy light units as a protoss player the best unit i find is blink stalkers but by the time you run into the main mmm ball and blink up the back to kill the tanks over half your army is dead. It becomes a must suicide dive situation because of the range they have eventually they tank creep and ranged into your buildings. charge zealots will be slightly better with the splash hitting both army's but i don't think its a cure.
i like the change for battle cruisers as i have wasted so many stalker army's against a group of bc's and just thought how do they not kill them.
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windspeed #910
windspeed
9/22/2010
time to quit playing terran...
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Womenator #335
Womenator
9/22/2010
Hey, Are you guys having problems downloading the patch 1.1.0?
Because currently i have problems with it.
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Bigbangnick #173
Bigbangnick
9/22/2010
Blizz should nerf marauders damage like wat hero said 1 marauder to 2 roaches and 4 zerglings to 1 zealot makes our life difficult but to make matter worst marauder is good against most ground unit except for zerglings and chargelets and they are ok to hydras, most of the time terrans juz spam their ball of death and nothing can get near.
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Bigbangnick #173
Bigbangnick
9/22/2010
yay now our only unit that are good against thors are now becoming a living meatshield, COME TO OUR BASE TERRANS FEEL FREE TO COME IN AND TAKE A TOUR.
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Poofs #848
Poofs
9/22/2010
Should add a block / ignore list for you to pinpoint or note retards that you've played with.
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YouJumpIJump #927
YouJumpIJump
9/22/2010
That's great now is even harder to defence against a Zerg rush, especially in small map such as steppes of war.
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Coldark #886
Coldark
9/22/2010
@YouJumpIJump: Don't forget Crap Station, with a gate that big, we're sure death vs a zerg now.
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BoilingBlood #359
BoilingBlood
9/23/2010
@Coldark: i think you just wall of your base permanent with pylon and gate way. Lose 100 more mineral just to be safe.
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danstruction #651
danstruction
9/22/2010
Yay, five more seconds to prepare for reaper rush!!!
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Skorgath #183
Skorgath
9/22/2010
Whats the DL size of that beast anyone got any ideas?
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NapoleonDR #583
NapoleonDR
9/22/2010
when will we get new units for starcraft 2
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Admin #873
Admin
9/23/2010
@NapoleonDR: Hopefully never
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DRFT #394
DRFT
9/22/2010
the siege tank nerf will be reversed.. the bc nerf i dont get?
i like the protoss changes, only slight but make a diff. i hate that damn gateway proxy rush, its hard to counter & recover from if you manage to defeat it that is
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DRFT #394
DRFT
9/22/2010
the siege tank nerf will be reversed...
bsc nerf is pointless
wow zealots are going to be given an extra 5 whole seconds to build... that wont solve the problem...
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Coldark #886
Coldark
9/21/2010
I think this patch won't solve any sorrow of my sorry ass (and many other non-terran-player's sorry-asses). Until an expansion comes out, Chess, anyone?
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ForrestGimp #839
ForrestGimp
9/21/2010
Glad to hear about the 3d support...
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Admin #873
Admin
9/23/2010
@ForrestGimp: Wish I had a 3d monitor
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Loftseto #466
Loftseto
9/21/2010
i think that all these patches are bull @%!!... i like the game as it is now. the siege tank nerf is just too much, less damage against light! are you kidding me... if anything tanks should be anti light ground. so atleast it should be 55 aginst light ground but 35 aginst armored, so that roaches, maraders, and stalkers can kill it but not those cheep fast units like rines, zelots and lings. and the bc shouldent be nerfed, we dont see enough of them because they are soo hard to get out and soo easy to get killed by anti air, corrupters (do more damage aginst heavy) vikings (our range them by like X2) void rays shred them to bits. so it anything bc should get a boost, maybe anti air cannons or something. and i dont get whats all the fuss about terran being imba, im a terran but also play zerg on ladder and the difficulty of terran is that they are slow and need time to prepare their battle fields ( siege up or get units in clumps) so zerg or protos can catch them off gurad really easily with nydus or warp in. so i think these patches are full of bull @%!!
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TheSlayer #458
TheSlayer
9/21/2010
@Loftseto: I agree, i still have trouble pulling out bc's in a game, I'm more likely to keep pressuring the opponents with cloaked banshees and mass MMM because it's so much easier to control. BCs should have lightspeed (whateva its called) so they should have some 'blink' ~ maybe not, just a thought ~ but they definitely aren't op. And I TOTALLY AGREE about seige tanks... just coz terran can make a better weapon than the zerg and protoss doesn't mean it has to be nerfed :P If anything, less damage against armoured and more against light units! I know it's not the final patch from Blizzard, but it's pretty radical... if anything should be nerfed its those blimmin VOID RAYS!!! :P
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Coldark #886
Coldark
9/22/2010
@TheSlayer: ur scared of voidrays just because you mass marauders right?. A few marines can tear a voidray easily and with stimpack, rays don't stand a chance.
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Lestat #284
Lestat
9/24/2010
@Coldark: Your just standing up for the void rays cause you are a protoss player, can tell by your display picture. There are countless times when i have been terran and zerg and i have lost due to the massing of void rays, marines wont stop them when there are 15 of them.
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Anthony #140
Anthony
10/1/2010
@Lestat: If you let your opponent get 15 void rays, you deserve to lose. the most i've ever had in a game was 4, and it got shredded by decent tower placement and some vikings.
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punk #256
punk
10/13/2010
@Neon: thats a load of ass mate void rays are way to over powered i gave up onviking because of void rays fully upgraded vikings (damage wise) vs atleast 7 ray can own a whole army of vikings and only lose like 3 rays max its only like a secound for a void ray to kill a viking its bull i fully agree with the other terran players your most likely gonna say im taking sides cause im a terran play but void rays are over powered by far i think its ass how over powered they are to be honest