SC Evo Complete Extension 1.15 patch notes
Balance Update
Hello to all SC: Evo Complete fans,
This update brings several balance changes.
Before we proceed with the details of this update, we once again would like thank our generous sponsors to enabling our work here. If you would like to support us, you can give us a one-time donation on PayPal or a recurring contribution on Patreon:
Many of the changes in Patch 1.15.1 are intended to complement the changes in the previous Patch 1.15. We encourage you to go refer to those patch notes as you read through this page.
We understand that there has been confusion about our changes in recent patch notes, as certain terms may be unfamiliar to some of our players. We are also aware that many of our loyal supporters are not native speakers of English, and are reading the patch notes with the help of machine translators. As such, many nerfs in previous patch notes were interpreted by some of our readers as buffs, and vice versa.
In order to help our readers understand exactly what we mean, We would like to make a few clarifications.
Sometime in the near future, we intend to update the patch notes with functionality that will allow us to display colored text, allowing readers to more easily see at a glance whether any particular change is a buff, a nerf, or simply an adjustment.
Please note: All speed and time values below are provided in Normal Speed [Faster Speed]. Normal values provided are exact; Faster values provided are approximate.
The Barracks build time was previously increased as a way to weaken the strength of Barracks timings and all-ins which build their first two Barracks at the natural entrance and attempt to intercept the first Overlord. (It also has the secondary effect of weakening proxy Barracks aggression, but that is outside the scope of this discussion.) The premise was that, since such builds were previously so threatening to SC2 Zerg, and there was no good way for them to assess BW Terran’s commitment to aggression without the Overlord, this change would give the Overlord a crucial few extra seconds in order to arrive safely at a pillar.
However, with the strength of Bio timings diminished, we returned to the matter of Barracks build time and conducted a thorough investigation of Overlord flight times on dozens of maps, as well as the earliest feasible timing at which Marines can arrive to kill the first scouting Overlord. Our findings were that the ~2 extra seconds of build time were not meaningful, and the few instances in which the Overlord barely survived due to this change (or barely did not survive, before it) were caused by mistakes made by either player. These included Terran build order inefficiencies, a failure of the Zerg player to immediately send the Overlord across the map at the start of the game, or the Overlord taking a less-than-direct flight path to the scouting pillar.
Since the Barracks build time increase does not have the intended effect, we are reverting it. Moreover, we are dedicated to making a number of adjustments to our official maps based on these findings in the future. For example, some main mineral lines may have their mineral lines rotated as a way to influence the starting Overlord position (which is always centered in the closest tile opposite of the Hatchery from the mineral line), and we may add more conservative secondary Overlord pillar placements to certain maps if we believe that the pillars directly overlooking the natural entrance are too risky. These would provide less scouting information earlier on, but be safer and easier to reach, while still monitoring potential enemy moveouts or serving as a staging point for future Overlord scouting maneuvers.
We previously increased the radius of the Goliath to prevent it from clumping as tightly with other units, hurting its DPS density and scaling in large numbers in exchange for improved performance in the earlygame and midgame. However, we received many complaints that the Goliath appeared a bit too large, so we are shrinking its model size. This change is purely visual and helps the Goliath appear a bit less out-of-place; its actual collision size with other units and structures is unaffected.
The Valkyrie appears to be well-tuned in air-to-air engagements with a small-to-medium number of units. However, they seem to be overwhelmingly powerful past a certain critical mass. Although it is natural for a dedicated air-to-air splash damage unit like the Valkyrie to have strong scaling, we believe that the natural tendency for air units to clump in StarCraft 2’s game engine is partly to blame for its incredible performance, and would like to give players opposing Valkyries slightly more leeway to reactively spread their units. As such, rather than adjusting the Valkyrie’s base damage, we are reducing the size of its Area-of-Effect damage zones.
We plan to follow up this change with one in a future patch which initially slows the Valkyrie’s missiles before they accelerate, similar to their behavior in Brood War.
The Science Vessel previously received the Massive attribute as a way to compensate for its strength when combined with the Battlecruiser, which was much stronger in previous patches. Now that the Battlecruiser is a bit weaker, this compensation is no longer necessary or appropriate. We hope this change will once again enable more active Science Vessel play, particularly in diving onto SC2 Zerg creep to weaken Ultralisks with Irradiate before they attack, with less fear of reprisal from Corruptors.
This change proportionately mirrors the change to base attack damage (27 -> 36) made in Patch 1.15.
This change reduces what we see as a needlessly high morph cost on the Devourer, which pales in utility to the Guardian.
With Shuttle play revitalized by the reduction in delay on Reaver drops and Psionic Storm, we think that these adjustments are overdue. The overall value that can be extracted from a well-controlled Shuttle simply seems too high for its current cost of only 150 minerals, so we are increasing it. Likewise, we are increasing the cost of Gravitic Drive to better reflect what we see as its true value. Notably, this new cost matches that of Scarab Damage research.
We are also reverting an arbitrary unload period reduction from an old balance patch, bringing the Shuttle’s unloading speed back in line with that of other transports.
The Corsair appears to be well-tuned in air-to-air engagements with a small-to-medium number of units. However, they seem to be overwhelmingly powerful past a certain critical mass. Although it is natural for a dedicated air-to-air splash damage unit like the Corsair to have strong scaling, we believe that the natural tendency for air units to clump in StarCraft 2’s game engine is partly to blame for its incredible performance, and would like to give players opposing Corsairs slightly more leeway to reactively spread their units. As such, rather than adjusting the Corsair’s base damage, we are reducing the size of its Area-of-Effect damage zones.
Arbiters rarely see play outside of lategame armies with Carriers. Several patches ago, the cost of the Arbiter Tribunal was previously increased by 50/50 to compensate for the cost reduction of the Stargate by 50 Vespene gas, but we would like to return the Arbiter Tribunal to its original cost to encourage more use of the Arbiter alongside Gateway-heavy styles.
(these will be fixed at a later date)