Refined Proposal for Balance Patch 5.0.15
I would like to propose to SC2 Community Balance Council a few suggested changes...
Terran Adjustments
Overall goal is to strengthen Terran’s mid-game versatility with improvements to Hellbat and Reaper while curbing early-game Battlecruiser harass, making Ghosts slightly more vulnerable with attribute tweak, while adding more risk to Medivac boosting.
First, I would like to propose to add Light Tag to Ghost. As they're really powerful infantry units, this will make them a little more vulnerable to Banelings in TvZ and Collossi in TvP. Conversely, for Hellbat, the Light Tag should be removed to make unit more resilient to said units. As Archons deal bonus damage to Biological, I also suggest removing Biological Tag from Hellbat to encourage more mech compositions against Protoss. Lastly, for Hellbat, improve mobility with new upgrade that gives them jump jets to traverse cliffs. As Reapers fall off massively after early game, I would like to propose a new upgrade that makes Reaper grenades deal bonus damage vs structures. For Medivac, there should be more drawbacks for constant boosting, therefore increasing cooldown of afterburners adds little more risk. For Battlecruiser, the unit would be unviable without TJ, but should require an upgrade at Fusion Core to delay opponent from teleporting directly into mineral line to provide more time for counter-play. However, to keep total cost to upgrade Battlecruisers the same, the Weapon Refit no longer requires an upgrade and comes stock.
Ghost
- Add the Light Tag.
Hellbat
- Remove the Light and Biological Tags.
- New research: Jump Jets
- Cost: 100/100, 57 seconds
- Research from: Tech Lab. Requires: Armory
- Allows Hellbats to travel up and down cliffs. Cooldown: 14 seconds
Reaper
- New research: Incendiary Charges
- Cost: 100/100, 79 seconds
- Research from: Tech Lab
- When KD8 Charge explodes, it deals +50 bonus damage vs. structures.
Medivac
- Ignite Afterburners cooldown increased from 14 seconds to 20 seconds.
Battlecruiser
- Weapon Refit no longer requires upgrade (removed from Fusion Core).
- Tactical Jump now requires upgrade at Fusion Core.
- New research: Jump Drive
- Cost: 150/150, 100 seconds
- Research from: Fusion Core
- Enables use of the Battlecruiser’s Tactical Jump.
Protoss Adjustments
Discussion
Overall goal is to improve utility of the Sentry, tone down early-game fast warp-in of Warp Prism (which can be improved via new upgrade), offer more options mid-to-late-game with new upgrades for Dark Templar and Colossus and tone down skytoss.
To improve Sentry, it would be good to extend range of Guardian Shield by 1 to be more reliable in protecting Zealots. Right now, when a Sentry and Zealots attack front line, Zealots are always just outside range of shield. In addition, Sentries having cheap energy upgrade at Cyber Core (adds some tension to Warp Gate research) allows to cast Guardian Shield the moment it warps in, and combined with Stalkers, gives another way for Protoss to better deal with Battlecruisers. For Warp Prism, it should have slow warp-in by default and can be improved to fast warp-in through new upgrade at Robotics Bay. To give boost to Dark Templar late-game, Warp Blades now has an upgrade that drains energy from casters and energy-reliant structures. To improve Colossus late-game viability in PvZ and solidifying siege role, I would like to propose a new upgrade at Robotics Bay to root itself to ground being immune to Viper Abduct, but cannot move. To tone down skytoss, increase the cost of building interceptors for the Carrier.
Sentry
- Guardian Shield radius increased from 4.5 to 5.5.
- New research: Null-Flux Generator
- Cost: 50/50, 57 seconds
- Research from: Cybernetics Core
- Increases the Sentries starting energy by 25.
Warp Prism
- Warp Prism has slow warp-in by default.
- New research: Warp Matrix
- Cost: 100/100, 57 seconds
- Research from: Robotics Bay
- Warp Prism gains Warp Conduit (e.g. fast warp-in).
Dark Templar
- New research: Shadow Drain
- Cost: 75/75, 79 seconds
- Research from: Dark Shrine
- In addition to dealing damage, Warp Blade attack drains 25 energy from target unit or structure.
Colossus
- New research: Gravitic Anchor
- Cost: 100/100, 100 seconds
- Research from: Robotics Bay
- Cooldown: 24 seconds
- Colossus roots itself to the ground after 8 seconds, gaining additional +1 range and displacement immunity (e.g., Viper Abduct). Colossus cannot move while rooted.
Carrier
- Interceptor cost increased from 15 minerals to 25 minerals.
Zerg Adjustments
Discussion
Overall goal is to improve Zerg aerial presence with the Mutalisk, promote more sneaky play with Burrow and Ultralisk, add little more survivability to the Baneling, and return the signature ability of Infested Terrans to Infestor.
Burrow is situational and proposing to lower research time. After many nerfs to Baneling, it should receive same push treatment like Ultralisk as many times they get stuck behind allied units and getting wasted before coming into contact with enemy. A new upgrade for Banelings granting +5 HP might open up some Hatchery strategies as it doesn’t require Lair, and Banelings will be able to survive 2 Roach attacks. As Mutalisk is rarely seen and very expensive, a slight decrease in gas cost would improve viability. To improve late-game Mutalisk, add Hive-tech upgrade to improve tissue regeneration. To improve Ultralisk, arguably its biggest weaknesses is getting into melee range, allowing to move while burrowed once Burrow is researched would give them option to sneak into enemy line or setup ambush. Lastly, I would like to propose to add Infested Terrans back to Infestor (and avoiding problem of spamming mass ITs), as it will require a badly damaged Command Center, harkening back to Queen ability from SC1.
Burrow
- Research time decreased from 71 seconds to 57 seconds.
Baneling
- Increased allied push priority from 0 to 1 (pushes units out of the way when moving).
- New research: Thickened Pustules
- Cost: 50/50, 57 seconds
- Research from: Baneling Nest
- Every Baneling gains +5 health (does NOT require Lair).
Mutalisk
- Cost decreased from 100/100 to 100/75.
- New research: Hyper Regeneration
- Cost: 150/150, 79 seconds
- Research from: Spire
- Mutalisk’s Tissue Regeneration is at a faster rate of 3.5 HP/second (up from 1.4 HP/second). Requires a Hive.
Ultralisk
- Add Burrow Move ability (can move while burrowed).
Infestor
- Remove Microbial Shroud ability.
- Add Infest Command Center ability (no research required).
- Converts badly damaged Command Center (and upgraded versions) into Infested Command Center. Infestor disappears for short time. When it reappears, control of building changes. Infested Command Center is restored to full health and produces Infested Terrans (created w/ queue not larvae). Infested Terran is 1 supply and costs 50/50. Infested Command Center retains lift-off ability.
Posted Apr 15, 2025, 7:29 PM UTC