SC Evo Complete Extension 1.10.2 patch notes
Art Update and Balance Changes
Hey everyone while players are duking it out in the amazing Group Stage for the SEL we’ve continued work on several fronts but mostly we wanted to release our new Defiler Mound model as well as fixing several bugs.
This one has been a long time coming and we’d like to thank TOP for sponsoring the creation of this model and its animations
This update implements a few more changes to check the strength of early aggression, ahead of the SEL Fall Championship.
Sadly due to issues with Blizzard’s Servers in the reigon of South Korea we were unable to deploy the update, as soon as they’re back online we will continue attempting to deploy the update.
Classic StarCraft 1 Skins are now disabled while playing as StarCraft 2 Races
In previous patches, the build time of the Barracks and other infantry-related technology was sped up. In particular, this impacted proxy aggression. Therefore, we are tuning this back by slightly decreasing the production time of the basic Biological units.
BW Zerg has a very strong 12 Pool Drone pull against SC2 Protoss, which is difficult to hold even when scouted. Considering the strength of BW Zerglings, we are adjusting the DPS of Drones to compensate.
We previously nerfed reduced the Plasma Shields of the Zealot from 70 to 60. We are partly reverting this change to match the relative severity of the other nerfs, as well as mitigate the detriment to BW Protoss in macro games.
This update contains a few changes to address the ease of controlling BW Protoss’ basic units. In particular, we hope that they will have an outsized effect at lower levels of play. We are aware of the possibility of further changes, but they will be reserved for the next PTR cycle.
Early Zealot pressure tends to be very strong and easy to execute, and this has only become more true with their recent attack period buff. We would like to tune this down by making the Zealot slightly less durable.
One of the key interactions in the early game between BW Protoss and SC2 Terran is when Dragoons begin attacking the Terran’s natural Bunker. When Singularity Charge completes, the Bunker will inevitably fall, unless Marauders or Siege Tanks are present. In practice, only Siege Tanks are a viable response as Terran cannot afford the infrastructure for enough Marauders.
The window in which Terran must complete a Siege Tank or forfeit their Bunker (and consequently, their natural base) offers little time to use early Factory production time to inflict counterdamage. For something which essentially entails no risk from the BW Protoss player, we feel that this interaction is quite lopsided. Giving Terran some additional time to generate threats across the map should help to even out the earlygame.
One of the most exciting parts of BW Protoss, according to both players and viewers of the gamemode, is the Psionic Storm animation. Unfortunately, it is also one of the more frustrating parts for those who face it. In contrast to SC2’s Psionic Storm, the BW Psionic Storm lacks strong audiovisual cues, delaying response time. Combined with slightly faster and significant stronger damage ticks, this makes the BW Psionic Storm unnaturally difficult to play against. We feel that increasing the initial delay will improve counterplay against Psionic Storm in zoning situations, while not hurting its efficacy in large-scale confrontations.
We have another minor update to addres some erroneous interactions between spells as well as added some new visual indicators for Disruption Web.
Hello, everyone,
This update follows an unusually in-depth PTR cycle where we investigated multiple issues, especially the state of BW Protoss vs SC2 Protoss. Overall, we are satisfied with our findings and changes here, and look forward to the next PTR cycle. We are confident that these changes will help to portray the current balance climate in a better light ahead of the $1,100 SEL Fall Championship 2024.
Since the initial rationale for many of these changes has already been discussed in the PTR 1.11 announcement post, we will only describe them briefly here, as well our findings during testing and any adjustments based on them. Only changes introduced in the transition from PTR to live release will be described in detail.
Once again, we would like thank all of the generous sponsors who make our work possible. If you would like to support us, you can give us a one-time donation on PayPal or a recurring contribution on Patreon:
For the first time, all time-related changes are provided in both exact Normal and approximate Faster values. Rejoice!
These changes speed up the prerequisites for the Missile Turret and the Goliath, respectively, to aid in defending proxy Stargate play.
We experimented with several changes to the Medic during the PTR, and found that some of them made Biological play too one-dimensionally strong. We believe these changes will add more opportunities for BW Terran players to extract value from their forces through careful control and build order selection.
During playtesting, we continued to find that BW Terran tends to have an especially forgiving window after using Lockdown to finish off immobilized units. This was especially noticeable against SC2 Protoss, which tends to amass large numbers of high-supply units such as Colossi, Disruptors, Tempests, and Carriers. This change looks to further optimize the window in which BW Terran can punish disabled forces.
This change makes drop play more accessible and helps to force a dedicated anti-drop response, especially from SC2 Zerg, while maintaining the poor movement stats of the Dropship to discourage mass drop styles, in keeping with the original design of BW Terran.
This change tunes the effectiveness of Battlecruisers against high-armor foes, particularly Ultralisks and Corruptors.
These changes mitigate the overbuffing of Zerg earlygame defense from previous patches and scale down the previously unchecked aggressive potential of the Hydralisk.
These changes address BW Zerg’s lack of answers to air-heavy lategame deathballs by making the Devourer more durable, as well as more effective in hit-and-run maneuvers.
Protoss players in the StarCraft Evolution League biweeklies have been much less likely than their Terran and Zerg counterparts to select Brood War over StarCraft 2, especially in a mirror match against a Protoss opponent. Due to this striking disparity, we focused our efforts on investigating the state of BW Protoss matchups in this PTR cycle.
These changes aim to make the Corsair and the Scout more viable options and overall promote the use of Stargate technology (especially against SC2 Protoss), while maintaining the same difficulty of transitioning into Carriers and Arbiters. They also turn the Reaver into an effective backbone unit against enemies with Plasma Shields, drastically improving the frontal fighting power of BW Protoss against SC2 Protoss. As per user feedback, the compensating increase in cost to Carrier Capacity research was partially mitigated with an increase in research time instead.
In our analysis, we also noticed a general trend, not just against SC2 Protoss but against all SC2 races: BW Protoss lacks reliable scouting information outside of committed aggression (particularly Reaver drops). Observers could help to remedy this problem, but Robotics Facility production time is greatly constrained as BW Protoss has difficulty trading efficiently without Reavers, and Shuttles are nigh-mandatory to transport them. In the earlygame, especially against SC2 Protoss, there is little time to spare for Observer production.
Respecting the original design of BW Protoss, we decided not to trivialize the acquisition of Observer tech through cost decreases (for example, by making the Observatory only cost 25/25), but rather shorten the build time of the Observer and its prerequisite Observatory. We also decreased the research cost of the expensive Observer upgrades, and increased the Observatory’s vitals to prevent its destruction by a single Dark Templar while warping in. We recognize that, from a balance perspective, this will not be as impactful as removing the Observatory as a prerequisite outright, and we will continue to particularly monitor the state of BW Protoss scouting and map vision.
Lastly, the healing rate of the Shield Battery’s Restore ability was increased to provide adequate defense against a single Oracle, while differentiating it from the SC2 Shield Battery by maintaining a lower healing rate.