Experimenting with slowing down the pacing of combat in SC2
This is a topic we got a lot of community feedback on, so we did some heavy exploration in this area. The biggest thing we tried here was reducing the attack speed of each unit in the game by 40% and altering some damage values to compensate. Even though a change like this would seemingly have a huge implication on balance, we realized the gain wasn’t as big as we expected. Games feel different from before, but the main question has to be “Is this a positive change that makes games better?” We’re just not sure of this yet. For example, we’re seeing that slower engagements seem to reduce the skill component in combat. Additionally, games feel more dragged out than before. But we’ve only had limited testing at this point, so we’ll continue to explore this area in more detail before making a final call.
Horrible fucking idea. The pace of combat is an icon of SC2 and what makes it so fun to watch and play. This is way too much of a core gameplay redesign. Hope this gets scrapped ASAP.
Scan range experimentation
We've also seen some community feedback about changes that can be made to the scan range to increase the responsiveness of units in combat. We’ve made some adjustments internally and we’re initially liking how it plays out. This is something we’re planning on testing further in the beta.
Do they mean vision range? "Increase responsiveness to units in combat"?? the fuck? Who even asked for this? I don't think the vision range of units has ever been a case for concern. Besides the ridiculous sight range the MSC used to have, this has never been an issue.
HERC
The HERC has been removed.
The HERC redesign isn’t going as smoothly as we had hoped, and in our most recent build the HERC has been removed from the game. We’ve instead switched our focus from trying to make the HERC work to just going back to the drawing board to see what other new unit idea Terran can benefit from.
The latest design we’ve tested for this unit slot is a combat construction type of unit that travels with your army and constructs useful things mid-field to support your bio army. This among many other changes we’ve tried with the HERC hasn’t turn out well for us, but this is not surprising as it really takes a lot of time and effort when it comes to new unit design iteration. We’ll continue to pursue potential new units that fit into the Terran army and we’d love to hear your feedback on this topic.
The redesign iteration they mention here would've been really cool. But I'm actually happy with this. The two new Terran units they've shown off haven't been appealing to me at all.
New Protoss Unit
As you may know, one of our main focus points since the last update has been working on the design of a new Protoss unit. Although not final yet, we have a unit and are very happy with how it is currently playing out. While we don’t yet have a name, we wanted to provide you with some details on this new unit:
It is a core gateway unit with a ground-only ranged attack and normal movement speed.
The unit has an ability that sends out a Shade of itself, and after a fixed duration, the unit teleports to the location of the Shade.
The Shade can independently move around, but cannot attack or be attacked, and does not impede upon the actions of the main unit.
We intend to offer a more in-depth look at this new unit in the near future.
Redundancy much? This effectively is a nerfed blinked Stalker that can't attack air units. I guess the Shades would be a nice way to scout ahead while moving your army but there better be limitations regarding maximum teleportation range and such.
Immortal
Barrier is no longer an upgrade
Damage absorbed has been reduced to 100 down from 200.
Immortal Barrier ability being an upgrade isn’t working out well for us, so we went back to no upgrade and reduced the damage absorbed. It was too buried in tech, and in order to use Immortals with max efficiency, you had to have the additional building. So we’re trying to just balance the unit without the ability being an upgrade.
Tempest
We’re considering changes that make the role more similar to the Heart of the Swarm Tempest.
We’re thinking the current changes may be too big of a redesign in terms of unit role. We’re leaning towards going back to the Heart of the Swarm Tempest with a couple of changes. Since we still don’t want Tempests to hard counter units like Brood Lords, Carriers, or Battlecruisers we’re looking to remove the +massive damage component and then add Disintegration.
I'm okay with these.