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Hey everyone. We’ve been seeing your feedback on the forums and elsewhere over the past few weeks and wanted to make an effort this week to provide more insight into our thoughts. These thoughts range from less discussed units like the Colossus, to more common topics like Reapers and Mech. In all of this, we’re making an effort to be conservative with making changes in an effort to bring greater stability to promote mastery. With that in mind, let’s discuss these topics.
Recently, we’ve been receiving feedback regarding Reapers openings. We have some changes we’d like to test, but before we get to them we want to clarify what our intended role for the Reaper should be. Reapers should be good for scouting, and through tactical use of their KD8 charge be a viable but risky rush opener when made in large quantities. However, in the TvZ matchup we are seeing numerous Reapers being used as a general opener that has a bit too clean of a transition to normal play for Terrans. While this strategy requires a lot of skill to execute perfectly, we think that amassing larger numbers of Reapers is too safe for how much threat they pose.
Currently, we are thinking of the following possible options:
- Increase the Reaper’s cost to 75 minerals / 50 Vespene gas. This would make it harder for the Reaper user to transition into a normal game after a Reaper rush.
- Reduce the Reaper’s KD8 Charge damage from 10 to 5. This is a direct nerf to the damage output of Reapers, especially to small and fragile units like Zerglings.
- Adjusting the Reaper’s Combat Drugs so that it would also not heal if the Reaper recently attacked. This would result in Reapers being more fragile in long running fights with an opponent which could encourage a Reaper user to back off and let them heal to full more often.
We are planning to implement Reaper changes during the period between IEM Season XII – Shanghai and GSL vs. the World.
Recently at high levels in Korea we have been seeing a relatively new form of mech play appearing in TvZ and performing well. We would like to continue to observe how it continues to play out first before stepping in and making changes here. This includes keeping an eye on its historic predator, the Swarm Host. Currently it has not been as effective in the Korean scene as elsewhere so we are wondering if there are regional differences in meta at play here.
Mass Raven strategies have shown up infrequently in high level play. However, we believe the playstyle of mass Raven could be problematic for ladder level play. We are currently thinking of increasing its supply count from 2 to 3, which would bring it in line with other tech air units like the Banshee and Viper. This should have limited impact at professional levels of play and when using smaller counts of Ravens, while making mass Raven style easier to counter.
In high level play we have not been seeing much Colossus use, even in situations where it seems like the Colossus should be viable. We think this is partially due to the Colossus not having a sharp enough identity, so we want to explore changing the Colossus from a general purpose splash damage unit into an anti-light splash damage unit.
Our current thinking is to change its weapon from doing 12 damage flat to 10 + 5 light.
Ideally this would also make the differences between Protoss’s splash damage options more clear. Disruptors have high burst damage and work especially well vs low mobility units, the Colossus is good for sustained damage vs light enemies, and High Templars are a more general purpose splash damage role.
This change would likely impact the current pro-level PvZ and PvT metas which involves heavy Hydralisk/Zergling and Marine usage respectively. While we want to give Protoss a new option, we don’t want Colossi to be the only build choice so we will have to be careful with this change.
Please feel free to let us know your thoughts on these topics and provide any feedback on the proposed changes.
Original link : https://us.battle.net/forums/en/sc2/topic/20757617408