General:
• Players will no longer receive achievement toasts while their status is set to "Busy."
• The messaging when attempting to load a saved game or replay from a previous version has been clarified.
• Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.
PROTOSS:
Buildings:
• Nexus life and shields increased from 750/750 to 1000/1000.
Void Ray:
• Damage level 1 increased from 5 to 6 (+4 armored).
• Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
• Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.
TERRAN:
Buildings:
• Barracks requirement changed from Command Center to Supply Depot.
• Supply Depot life increased from 350 to 400.
Medivac:
• Acceleration reduced from 2.315 to 2.25.
• Speed reduced from 2.75 to 2.5.
Reaper:
• Nitro Packs speed upgrade now has a Factory Requirement.
Thor:
• Energy bar removed.
• 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).
ZERG:
Buildings:
• Hatchery life increased from 1250 to 1500.
• Lair life increased from 1800 to 2000.
• Spawning Pool life increased from 750 to 1000.
• Spire life increased from 600 to 850.
• Ultralisk Cavern life increased from 600 to 850.
Corruptor:
• Energy bar removed.
• Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
Infestor:
• Fungal Growth now prevents Blink.
Roach:
• Range increased from 3 to 4.
Bug Fixes:
• Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
• Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
• Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
• Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
• Fixed a desync that could occur on user-created maps with custom mod dependencies.
Instead of nerfing Void Rays, like I always say so, they buff it, I don't believe it... Also, ridiculous that idea of changing Barracks requirement to the Depot! They didn't do such a thing in SC I.
The only thing I liked was the Reaper upgrade change. Should slow down the damn Reaper harassment.
How I became a troll in a single post (And you can too!!! ): link
Actually, this is a better balance than the last patch. Warp Rays now can't rake through heavy enemy air giving Vikings and Corruptors a chance.
Roaches now might actually be useful besides being used as either a budget Hydralisk or hit-and-run unit. I still think the Corruptor should get 1 armor and Protoss ground get a bit more anti-air but only time will bear that out.
The building hp thing isn't going to make a huge difference unless they either A.) double the HP at the very least or B.) make them not armored. The DPS of anti-armor is just way too high.
The Void Ray is actually a balance. On one hand, it boosts base damage which is low before upgrades. On the other hand, it mitigates the massive damage that occurs once the beam hits full charge. 3 Void Rays could wipe out a CC fully charged in a matter of seconds. This is more fair.
The increased HP is a welcome start to mitigate high DPS, particularly for Zerg. Although I disagree with the Spawning Pool being 1000 now. Sheesh.
I feel High Templar lost more utility here because now there's two less units to Feedback.
The Terran tech nerf is a welcome, welcome, welcome addition! Now they have to build a Supply Depot first before a Barracks, AND a Factory before they can do Reaper speed upgrades. I approve.
Roach range is okay, but I can see a lot of good micro players upgrading the speed so they can kite more units now with the improved range.
Protoss anti-air and Zerg anti-air still need to be addressed. If Void Rays are being balanced, then Phoenix and Carriers need another look. I think Zerg needs Scourges again. That will solve the anti-air problem.
The reason they didn't add scourge is the same reason they are OP in W&M - the Smart AI. In sc1 you had to be really good at cloning to abuse mass scourge, in sc2 you just a-move and every impact is perfect with zero overkill and it utterly massacres anything they come near. Unless they totally reworked the scourge it wouldn't work like sc1.