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The original was posted on /r/starcraft by /u/highsis on 2024-11-08 02:47:52+00:00.
I’ve been having a blast watching the new PTR patch, and it feels like I’m not alone in this.
Recently, I tuned into the OlimoLeague, where 20,000 viewers gathered to watch, and I genuinely enjoyed it like I hadn’t in ages. The feedback from the viewers was overwhelmingly positive too, with chat flooded by praise for the gameplay. The absence of Shield Battery Overcharge led to way more intense early skirmishes, where nothing felt guaranteed. As a viewer, it was thrilling not to have that “oh, the defense will just hold” feeling.
Before, Protoss often felt helpless once ghosts started stacking up, not to mention how the resource trades went against them in PvZ lategame at highest levels thanks to *FREE* mothership donations. But with these changes, Protoss now has a more challenging early defense, yet gains powerful offensive tools that allow them to leverage advantages as the game progresses. And when they reach the late game, the new Mothership capabilities bring back that classic Protoss late-game power. Seeing Protoss form these strong late-game compositions is giving off those nostalgic vibes of Protoss scaling into a formidable endgame powerhouse without it being too strong.
I used to be in GM in early SC2 days and these days I just watch the game which hasn't been fair for one race for the last 5 years. It's never felt really rewarding and fun to watch because of the imbalance at the pro scene. Protoss winning $200 cups can only give you so much.
Speaking of the Mothership, the change making it immune to abduct has been refreshing. Gone are the days when it would show up, use one ability, and be instantly deleted from the battlefield. Honestly, explaining how hard it is to pull off an abduct doesn’t matter when the Mothership rarely survived beyond casting its first spell in almost every match. Now, it actually sticks around long enough to make an impact to the viewers.
On the other hand, I’m not sure the nerf to the Immortal’s damage was necessary. With marauders and roaches already surviving a nova, and disruptors costing 4 supplies with the previous nerf, the Immortal nerf feels like overkill, not to mention ultras have better pathfinding now(albeit slower) and marauders don't die as easily.
The Mothership feels like it’s finally in the right place now. It should’ve been like this from the start. If it does end up feeling overpowered, which I don't think it does, instead of removing the abduct immunity, maybe just increase its cost by 50 minerals and gas each for the viewing pleasure. I will reserve judgement until I see Serral playing against it because I remember how everyone was overhyped protoss being *favoured* in ZvP and Serral 5-2ed hero(despite people willfully forgetting the 2-0 and calling it 3-2) and protoss getting annihilated in EWC, as always.
Overall, the changes have brought more enjoyable dynamics to the game, especially with Protoss finding their unique late-game equalizer again. The rollback on brood lords, ghost supply nerf, and the improvements to the mothership all contribute to a more balanced, thrilling experience IMO. We also need to take into consideration how protoss starts out strong in early patches and almost always get figured out as t/z adapt, which is why I believe the immortal damage nerf is an overkill, but compared to the horrendous previous iteration of the patch(net protoss nerf and when we needed the opposite for the pro scene) it's a step in the right direction.
In the OlimoLeague chat, many viewers, especially those who hadn’t watched SC2 in a while-kept saying they didn't know how entertaining StarCraft 2 could be. Good work, balance council. Now don't just get cold feet and roll back changes like you did with feedback targeting.
What’s everyone else’s experience with the PTR changes tournaments?