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Will Muta Ling Bane still be viable after the changes? Or is another Zerg unit being stealth nerfed?
One shot units are bad for the game and are hard to balance. They are great for the player, bad for the receiver.
What I’m seeing now is the same issue.
When disruptors were better, players could not get close to them due to their one shot ability.
The same is with the ghost, players cannot get close to armies with many ghosts as they go “pew pew” and one or 2 shot many units easily. …
One shot units should be limited (aka high supply ) or just have their damage get staggered (say 140 damage in 10 - 12 seconds).
In starcraft 1, they had no one shot abilities except for Yamato. That was different, battle cruisers are expensive.
.. I think the ghost change right is a step in the right direction but they should just nerf the damage to say 50 or 60.
i know this is the least of its problems right now, but the colossus should have a sight range of 12 because, you know, it's a really tall, gigantic, high-tech thing.
title, I'm annoyed at so many posts that are L takes with no back up
And not on making the game better for the casual experience. This is mostly a BC complaint post, but thats only because its the only unit like that. Carriers are not that good because armor counters them. Broodlords are not that good because they are slow and only shoot down. Changing the battlecruiser wont impact pro level, but it would make casual games better instead of centralizing every single game around BCs. To this day, I don't understand why they were buffed. OP flagship units just ruin the game. It seriously needs to be reverted back to the wings of liberty version with no moving and shooting and energy for yamato and no teleport. I am absolutely blown away that this is in the game because the ghost doesn't even compare.
By starting out with a massively unpopular patch, they can give up the things they knew the community wouldn't accept without sacrificing their true goals. The clamor will die down now and there won't be enough pressure to keep them off of the continued Protoss nerfs.
Protoss was undertuned BEFORE the patch and the dominion council is going to get away with making them even worse. This will never stop until Protoss is completely eliminated from professional play.
Mengsk wins again.
I want to thank the balance council for their hard work and dedication to a game we all love. I also want to thank them for listening to the community’s suggested improvements on the first iteration of the patch. Lastly, I want to thank members of the community who have gone out of their way to put forward constructive feedback and suggesting really great changes to improve the environment of the game.
Let’s be clear that there is more work that needs to be done. The patch in its new form is not perfect, but it is a giant step in the right direction, and we should at the very least acknowledge this. We’ll see over the course of this week if the changes were enough, and what more needs to be done. Some things will some things may take a couple of days to iron out, some things like the cyclone rework could take months. I encourage everyone to keep an open mind, play the games on the PTR, and provide constructive feedback of your experiences.
Is it possible to place wagers on StarCraft matches, and are there opportunities to bet on specific players prior to the games?
Additionally, does the StarCraft professional scene provide player odds or statistical data to inform betting choices?
I want to emphasize that I don’t encourage gambling. Betting carries significant financial risks, and even informed wagers are never guaranteed.
Hi, I love that u guys heard us and change some stuff in the patch. I would like for you guys to add a way in which I can get a gf, thanks.
Falcon Paladin btw: https://youtu.be/9lrcYTfB8iQ?si=lpn4i0IhBkyCPfoF
-Why were we nerfing the immortal again? That near 10% dps decrease came out of nowhere, nobody thought it was necessary.
Not to mention, with battery overcharge removal, it just makes defending early all-ins even harder.
Not to mention x2, Protoss still needs an answer to mid-late game Terran, especially against marauders. They were struggling before the patch, and now the two strongest marauder answers are getting significant nerfs with no palpable compensation.
-See, I understand the disruptor nerf because everyone hates that fucking thing. But again, no compensation. Give us a real colossus buff already, darn it. Give it more total hp, more damage vs non-light, the +1 range buff that went unnoticed for several months, anything.
-The thor buff is completely stupid. We're making it trade better against what, void rays in silver league? This only matters in the alternate universe where TvP mech is viable. But this is not that universe, and the only thing this change achieves is further pound mutas into oblivion.
-The supply drop buff, also, is completely stupid. It does nothing in TvT, it does nothing in TvP, it completely kills early aggression for ZvT, which was already bad enough to begin with. 3 CC is going to be completely safe with this. I get that it's a "cool change" and all, but consider the implications that it's actually going to have.
-Also, we're nerfing the ultralisk as soon as it sees even a fringe of viability? Come on...
The PTR update was a big step in the right direction, but the patch overall still has quite a few dumb decisions... And the funny thing is - they're all terran buffs.
Protoss need a clear Buff.
The ruptor, the shield overcharge, the immortal are all impactful nerfs.
They need to be reversed and an actual buff needs to be implemented.
Target the buff to make protoss more stable, give protoss a reason to not use Warpgate.
make their units less of glass cannons.
I've heard several casters complain that energy overcharge is really hard to see. So what if the ability sent a fairly fast but large energy ball or maybe just a big laser at the target unit or structure? I think this would be perfect and would even guess that they already are planning this.
I am just a fan, mostly watching these days and we speculate a ton about how things affect the end game.
Well I would love to have us put our money where our mouth is. Get some kind of fan funding ptr event and have the big 3 (players obviously rotatable but these would be my top 3) of the races do a best of 5 against eachother and share the prize pool.
No long format craziness. Just the best of the best slugging it out and getting paid for helping us see how this stuff works out.
Get some good caster too!
Many people got excited about the patch update, but we should not fall into the trap of thinking that balance council started listening to us. They try to make community to shut up by reverting some minor BS and giving some good changes, but the most controversial BS remains untouched. People mostly complained about protoss nerfs, and what they did? They seem completely adamant in their effort to nerf CORE aspects of protoss be it battery overcharge or immortals or disruptors. Pushing controversial ideas under cover of some positive changes doesn't make a good patch. Council may give in a little to the community, but they never give in on key points, ultimately they still get what THEY want. If the council was conscientious, they would have discarded this abomination of a patch and started designing it with a more diligent approach.
The ghost nerf affects the TvZ way more significantly (20 ghosts is now 13 ghosts). The mothership being unabductable makes PvZ tip into Protoss favor really heavily.
This might pose a significant problem on ladder where your average Zergs with 200 or less APM are going to struggle even harder vs your average metal league skytoss turtle enjoyer. This already hurts the already small Zerg population on ladder especially in high masters and low/mid gm where Zergs are basically extinct. Which is why I don't get it. A lot of Protoss pros say PvZ is fine and some even say it favors Protoss.
IMO what really impacted the TvP was the cyclone revert + stalker build time change. Now proxy rax or any other mindgame early builds Terrans do (eBay block, fake proxy, proxy rax into 2 gas, 2 gas openers) are less safe due to cyclone being gated behind tech lab and limiting followup options. For example, you can't just make widow mine then cyclone and go for 6 marine 1 widow mine cyclone push. You have to pick one.
The revert also indirectly buffs the Stargate vs 2 gas interactions so Protoss won't have to open blink no matter what. The stalker build time brings back the Maxpax and other Proxy gate builds. But here's the thing, it was like this before and Protoss didn't win shit so what's the difference aside from dealing with slightly less obnoxious things like bunker behind natural mineral line?
Immortals are already slow and clunky. With concussive shells in the game the can engage or not engage but not disengage.
Giving them the ability to be immune to slow would playing marauders in pvt less punishing especially if marauder ghost will be a problem with the disruptor nerfs
Honest opinion. I think it's very good we even have such a thing. I know of tons of "dead" (as in abandoned by the company, not dead as in nobody plays this anymore) games that don't have any patches anymore.
While yeah, the original changes were pretty bad, these ones already look a lot better. There are some things that i still think shouldn't happen, but the council listened (a LOT) to the community's feedback. Almost every major point of criticism has been at least looked at and tweaked.
To have someone in charge of balance actually actively look at pros AND community opinion, simple as it sounds, is something we should be happy about.
Anyways, please don't make that immortal change happen xD
It looks like the balance council DOES listen! Newest ptr isn't perfect in my opinion but it's a good start.
It isn't "just" reddit people or "some" casters and players that are discussing this. It all adds up. Keep talking about the patch and keep giving feedback because it does actually matter.
Also petition for 'Dash' (name is not finalized) to be something like Haste or Hustle for the alliteration enjoyers out there.
Is the UED Captain's gender known?
I'm working on a little project where I'm making three MtG Commander decks based on Starcraft. I recently came across an art piece depicting a generic woman in uniform standing in front of some Marines with some Battlecruisers in the sky. If the Captain's gender is vague enough, I was going to use this art for a card. I know that there are women enlisted in the UED because of Medics and Valkyries.
Not that anyone cares, but if you do feel free to test this and tell me what you think of it from a gameplay perspective. I would love to get some feedback, especially since I don't really have time to do any playtesting as I don't know anyone who plays anymore, so I am stuck vs bots (which are easy to beat)
The Mod is called ProtossAdjustment by Titans in SC2.
The changes and reasoning is as follows.
also, if anyone has any help for adding energy overcharge and locking out the warpgate transform while on cooldown, I would appreciate it. I couldn't figure out how to do those things.
Protoss is very fragile in the early game, so I am buffing base units. To make up for that buff, I am nerfing the offensive ability of warpgate.
This is aimed at making the gateway the primary recruitment building for gateway units without sacrificing production and leaving warp gate as a situational late game tool
Buffing zealots late game survivability without hurting its interactions with basic units
Zealot
HP - 100 > 110
- Shields 50 > 40
- New ability - Hardened Shields
- Any Damage to shields over ten will be reduced to 10 (Does not effect spells)
Buffing the adepts harrassment and HP while nerfing its armor. This should be a slightly tankier unit but weaker against low damage units.
- Adept
- Shields 70 > 90
- Damage 10 (+ 12 vs Light) > 13 (+ 10 vs Light)
- Range 4 > 5
- Armor 1 > 0
Buffing the stalkers shield armor and nerfing its survivability once the shield is broken, this should allow the stalker to be much
stronger vs basic units without buffing it against late game units too much. This also allows blink to be a much more powerful spell
- Stalker
- Armor 1 > 0
- Shield Armor 0 > 2
Lowered the gateway build time on gateway with warp gate, and increased the research time to prevent early all ins from being too strong
- Warp Gate Research
- Research time increased to 143 second and now reduces gateway cooldowns
- Zealot build time on Gateway 28 > 20
- Adept build time on gateway 30 > 23
- Stalker build time on Gateway 30 > 23
- High Templar build time on Gateway 39 > 32
- Dark Templar build time on Gateway 39 > 32
- Since the gateway will be the main recruitment building, it should no longer auto transform to warp gate
- - Gateway
- No longer auto transforms to warp gate'
- Morph time decreased from 6 > 1.8 seconds
- Warp Gate
- Warp In Zealot 20 > 60
- Warp in Adept 30 > 90
- Warp in Stalker 30 > 90
- Warp in Sentry 23 > 60
- Warp in High Templar 39 > 96
- Warp in Dark Templar 39 > 96
-
- Morph time decreased from 6 > 1.8 seconds
-
- -- Plan to add lockout time that prevents warp gate from transforming back to a gateway while it is on cooldown
Nexus
Shield battery overcharge removed
-- Plan to add energy overcharge --
Sorry for 2nd post, just wanna make sure as many people have the opportunity to play!
Hey Everyone! Running one of my first tournaments this Saturday! Open to all leagues, $100 prize pool, all to be streamed and will do a few giveaways for voice packs/skins etc throughout the tourney
Tournament Name: $100 SykoHeda Monthly #1
Date = November 2nd, 1pm MST (12pm PDT)
Server = NA
Leagues Eligible = ALL
Register = https://challonge.com/ybplgymj
Prize Pool;
1st Place = $70 USD
2nd Place = $30 USD
The ghost change is huge in TvZ, but versus Protoss not that many ghosts are needed to EMP an army, so it's not as consequential there.
The community had many great ideas how to help pro Protoss players:
Slower ghost EMP projectile so pro-players can pick up high templar with prism
Guardian shield protects against EMP
Revert high templar feedback damage nerf to have more rewarding counter play against ghosts
Shield upgrades mitigate EMP damage (e.g. -25%, -50%, 75% EMP damage)
Protoss gateway units scale very poorly in the late game compared to zerglings and marines, so adding new late-game upgrades like Adrenal Glands would make sense (personally I would love to see something more interesting than just more attack speed/health/damage though, e.g. reusing an upgrade from co-op)
I wouldn't mind to remove the liberator range upgrade to help TvP late game (that would also be in the spirit of discouraging turtling play style and give more map maker freedom)
Let's be real - the new updates to the patch are great but the old patch was a disastrous starting point. At best we are now in a territory where the patch is not a net nerf in PvT, but what we actually need is a real buff otherwise we are guaranteed a repeat of 2023 and 2024
You actually listened to the community, I can’t believe it. Usually you ignore the criticism and push the patch in full anyway. I’d go as far as to say this patch might buff Protoss.
Thank you to everyone on the balance council
Sincerely,
The sc2 community