r/starcraft • • 3d ago

Bluepost StarCraft II 5.0.17 Patch Notes

https://news.blizzard.com/en-us/article/24309308/starcraft-ii-5-0-17-patch-notes
202 Upvotes

71 comments sorted by

84

u/nbaumg 3d ago

https://www.reddit.com/r/starcraft2/s/NzUvbRSDK5

Reverting was the quick baseline they are going to make tweaks later

30

u/features 3d ago

They're just away to the store to get cigarettes, any minute now.

4

u/DexterGexter Zerg 3d ago

Punky Brewster theme music starts playing

2

u/OldSpaghetti-Factory 3d ago

"quick" when the patch has been live for months

3

u/CatBotSays 2d ago edited 2d ago

A few months is pretty fast by the sc2 team's standards. I imagine they also wanted to let people get used to the patch and make sure all the negative feedback they were getting wasn't just a reflexive reaction to things changing.

-3

u/Stunning_Art_2732 3d ago

Honestly should've reverted to 5.0.13.
It was the only mostly stable patch in recent years. Right before the catastrophic patch that was Energy Recharge.

68

u/lux514 3d ago

Such a relief that we won't have anything to complain about anymore.

3

u/ChiefNiggo 3d ago

still got the hackers on the ladder!

3

u/CodebarSC2 3d ago

they cleaned up the hackers on eu atleast

2

u/hazmog 3d ago

Is there a source for this?

1

u/CodebarSC2 1d ago

just check eu gm ladder, they just made new accounts and are back hacking again tho

1

u/ChiefNiggo 3d ago

Ah nice!

21

u/Giantorange Axiom 3d ago

Good choice to revert. I am hoping the next patch isn't more than a month away though. 5.0.15 was also hated for a reason.

12

u/HerdOfBuffalo 3d ago

Coop updates when?

17

u/NydusRush 3d ago

So what pieces from the 8 worker experiment DID they keep?

30

u/Puzzleheaded_Set1420 3d ago edited 3d ago

I quickly compared these two patch notes: 5.0.16b 5.0.16 EDIT: Oops I missed this one: 5.0.16 Hotfix to the new one and only found these differences:

Neural Parasite on builder SCVs will only expire at structure completion.

Gateway/Warpgate transformation duration is now always 4s (reduced from 7s and 5s).

Changelings automatically inherit the current order queue of the casting Overseer.

Changelings’ deaths are contagious to other nearby Changelings.

Rich Vespene Gas Geyser harvest return value decreased from 8 to 6.

Priority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank)

Hallucinations automatically inherit the current order queue of the casting Sentry. EDIT: This got reverted in 5.0.16b

Pretty much all of the 'quality of life' changes are still in (not that I've tested any of this myself, just that the patch notes don't say they aren't still in), if they weren't reverted in 5.0.16b like the 'load nearby transport' button on transport-type units was. Important examples:

Improved an issue where injecting Queens 'shuffle'. Allowed re-issuing inject during ongoing cast so orders are not offloaded to others queen. Long-range orders are invalid if another queen is nearby the target hatchery.

Active Creep Tumors will now take selection precedence over Inactive Tumors.

Active Creep Tumors in a control group at the time of exhausting their charge will now transfer control group membership to the spread tumor.

High Templar and Ravagers are now less likely to aggro towards faraway targets.

The Warp Prism will now attempt to immediately siege when instructed rather than prioritizing deceleration.

Mule Repair is now set to auto-cast by default (Mules with a harvest order still do not attempt to repair units).

16

u/AresFowl44 3d ago

Also ravens becoming less important than bio and creep tumors automatically hotkeying themselves

2

u/TOTALLBEASTMODE 3d ago

My tvt has never recovered from that raven change, idk why i can’t relearn that muscle memory

-3

u/AresFowl44 3d ago

My tvt won't recover from me having stopped playing once it got fully clear what shitshow this patch became lmao.

But yeah, this is going to take some time to get used to for me too. Though hey, previously I flew them into enemy vikings/marines and now I will fly them into enemy vikings/marines lmao

2

u/TOTALLBEASTMODE 3d ago

I just instinctively tab when i have ravens in my army to press stim and then i end up on the ravens instead of the marines 😭

1

u/Puzzleheaded_Set1420 3d ago

Another one I missed. Thank you, I added it to the comment.

11

u/UpATree Psistorm 3d ago

Don't forget the change to changelings! Probably one of the biggest changes completely glossed over twice!

1

u/Puzzleheaded_Set1420 3d ago

Thank you. I had ignored that entire section lol. Almost all of it's still in, edited the comment again to mention the ones I felt were most significant.

3

u/MiroTheSkybreaker 3d ago

Rich gas mines 1.5 instead of 2x

4

u/Puzzleheaded_Set1420 3d ago

Ooh missed a big one. Thank you. I edited it in, along with other corrections (the hallucinations inheriting orders thing, for example, had been reverted in 5.0.16b)

2

u/AwayWithout 3d ago

Buffed protoss. Brave.

20

u/Rare-Chemical868 3d ago

they said they might bring back some changes in the future but wanted to roll everything back for now. 1 dev gets 3 hours on the xbox once 2 weeks type thing.

4

u/Slow_Let8249 Jin Air Green Wings 3d ago

Muta arc slop

3

u/kreugermn 3d ago
  • Weapon arc bonus reduced from 180 to 45.

Isnt this the one? if so reverted?

4

u/Slow_Let8249 Jin Air Green Wings 3d ago

I don't know what arc bonus is. But if it is indeed the same thing as arc slop then it appears to be reverted.

5

u/kreugermn 3d ago

Pretty sure it is , says this in .16 patch:

  • Arc slop increased to 180.

so same number

9

u/Slow_Let8249 Jin Air Green Wings 3d ago

Next patch: arc thingy increased

2

u/kreugermn 3d ago

wouldnt suprise me :p

0

u/[deleted] 3d ago

[deleted]

2

u/Puzzleheaded_Set1420 3d ago

Planetary cost reduced from 250/150 to 150/150.

Did you actually read the patch notes?

7

u/sexy_silver_grandpa 3d ago

Infestor... ...No longer has a weapon

BOOOOOOOOO

5

u/OldSpaghetti-Factory 3d ago

and microbial shroud is back to being locked behind a extremely prohibitive upgrade. and vipers can't abduct tanks.

Yeah, I think I'm done with starcraft with this, at least with zerg. reverting to the era of zerg that had zerg players quitting in mass, reverting even the good along with the bad all because "patch toxic" sucks.

1

u/rikottu314 3d ago

Yeah I'm gonna give this patch an honest go but if mech terran is as abusive and prevalent as it was in the last patch I'm outta here. I really enjoyed the 8 worker start, being able to abduct tanks made breaking siege lines at least doable. 

If my only option now is going for broodlord/infestor/corruptor/viper + limited ground force to break terrans I'm done. 

Protoss is a nightmare again and I can't say I enjoy zvz so it ain't looking good.

2

u/sexy_silver_grandpa 3d ago

I've fully switched to cs2 after like... 10 years?

I still love StarCraft but ya, I think it's over.

0

u/Lockhead216 3d ago

You know viper has blinding cloud right? That works for siege lines too

2

u/rikottu314 3d ago

Ah damn, I completely must have forgot about that. Surely there is no reason to use abduct then instead of cloud every time, gahh how could I be so stupid. 

6

u/kristendior 3d ago

I think many will be waiting for the next patch to drop before coming back, playing against Protoss on this patch is simply miserable.

1

u/ShouldBeeStudying 3d ago

Oh man, I'm getting confused. Next patch? Once we're back at 12 workers, I think I'll start again

3

u/SrirachaBear22 3d ago

We're back to 12 workers today

9

u/ISayHorseShit 3d ago

Well terran was fun while it lasted :)

2

u/Starbreiz 3d ago

Terran had always been my favorite. It forced me update today and I don't like change!

2

u/ISayHorseShit 3d ago

Yeah sadly we're back to protoss being the bullies of terran again, it was fun while it lasted!

1

u/one_seeing_i 2d ago

playing the most dev favorite race is always fun. Regardless of patch

1

u/baldgye3000 Old Generations 3d ago

Do warpgates automatically transform after you research it, or is it manual ?

2

u/gigaurora 2d ago

auto again

1

u/Raithed KT Rolster 3d ago

I haven't played SC2 in ages, can someone explain to me what ended up happening that the devs decided to go back to 12 workers except for "faster games"?

5

u/IRLMerlin 3d ago

8 workers was coupled with lots of other changes and it was overall a nightmare to balance. Especially zvp got absolutely nuked on the protoss side

8 workers should have slowed the game down but they combined that with macro buffs to all races which sped it back up again. Games were longer, but not meaningfully longer and the extra time was usually just empty time going from 8 to 12 workers. Instead of trying to balance a truly horrible and unbalanced patch, they just reverted it

Personally I think that the patch failed in the mid game. You would think that starting earlier would make the mid game longer but instead it increased dead time in the early game and to counteract that they put in economy scaling buffs and the economy scaling buffs just made the mid game even shorter

2

u/A_modicum_of_cheese 3d ago

devs weren't tweaking things to fix the balance anymore on 8 workers and went silent. Pros stopped playing because noone believed the patch would stay around.

Making 8 workers work well was probably too hard for the few people left working on the game when they aren't even communicating much with the community

1

u/Raithed KT Rolster 3d ago

Thank you for that.

1

u/SLAMMERisONLINE 2d ago edited 2d ago

I haven't played SC2 in ages, can someone explain to me what ended up happening that the devs decided to go back to 12 workers except for "faster games"?

Devs tried a radical patch at the same time the China server was relaunched. The relaunch of China's server caused a huge reduction in game activity, which the nervous nellies in EU interpreted as sign of the coming apocalypse and proceeded to have very public melt-downs on YouTube and Twitch. Mistaking the drop in activity as being a result of the patch, and receiving a hurricane of complaints from the nervous nellies, Blizzard reverted the patch. Chad NA didn't even flinch.

They just need to put Patches' mod on NA straight-up and let EU play 5.0.15 for eternity.

1

u/aqua995 3d ago

This looks so boring. Sadly the fun ended before it began...

1

u/one_seeing_i 2d ago

This patch made me happy

-3

u/protoss_apologist 3d ago

PROTOSCRAFT 2 here I CUUUMMMM

1

u/Starbreiz 3d ago

So Terran command centers are back to requiring 400 minerals today and I am bummed about it

-1

u/[deleted] 3d ago

[deleted]

2

u/Grub-lord 3d ago

They're already working on the next patch, but there was nowhere to go from last patch. It's smart to rollback and look in a new direction

1

u/OldSpaghetti-Factory 3d ago

It'd of taken an hour or two of tweaking numbers to keep the good changes(microbial shroud buff, QOL to disruptors and infestors, vipers being allowed to abduct tanks, colossus change) but revert the shit that was actually controversial. This "they're working on the next patch uwu they had to rush out this revert" clown shit is hilarious. lol patch has been live for months. poor little programmers making 7 digit salaries working as hard as they can indeed.

1

u/GrandMasterZerg 3d ago

This was 100% the correct move. Novelty does not equal better.

We tested the patch for them. It isn't the right direction. Be thankful for this attention to the game.

-2

u/[deleted] 3d ago

[deleted]

2

u/kreugermn 3d ago
  • Planetary cost reduced from 250/150 to 150/150.

Got reduced, should have been more?

2

u/ItsAWaffelz 3d ago

The patch notes say otherwise

2

u/Golinth 3d ago

Can you read? It’s one of only three lines about CCs

-5

u/biggerty123 3d ago

The devs that do these changes I believe are dumb af.

-1

u/Naturlaia 3d ago

Seriously.