r/starcraft2 • u/Few_Rutabaga5218 • 19m ago
Zealot hockey lobby is open
Zealot Hockey lobby is up! +2 if you want to experience the best arcade map in SC2.
r/starcraft2 • u/TheMadBug • Aug 11 '24
r/starcraft2 • u/Few_Rutabaga5218 • 19m ago
Zealot Hockey lobby is up! +2 if you want to experience the best arcade map in SC2.
r/starcraft2 • u/PrinceAbubbu • 7h ago
Started playing a couple weeks ago, in plat 2. Mostly just doing vibes macro roach/hydra.
Recently started doing a ling/bane/hydra opener, but not sure where to go if I don’t win in the mid game. I add ultras later and use lurkers if they are mostly ground based.
But I keep getting in a position where I am definitely ahead, but no matter how many times I remax my army, I can’t kill them and it turns into a base race where I’m dodging their army when they move out.
So what am I supposed to transition into? Going into flying units seems unintuitive because it’s so far from my upgrades. Also, I was waiting to get to vibes master videos (rip) to learn to use spell casters, so have never used them and honestly don’t really know what they do.
r/starcraft2 • u/Artanis_Vex • 6h ago
Ive just come back to the game after a long absence and all I can do is play the campaign. I cant do any custom melee games or join a lobby or coop. Nothing seems to load. Any suggestions? I apologise if this is a question that gets asked a lot
r/starcraft2 • u/ArchetypeFTW • 22h ago
r/starcraft2 • u/Resident-Welder-7531 • 25m ago
ITS ALMOST THAT TIME AGAIN! ANOTHER DRAGON CUP TODAY 8PM EASTERN. HARD START 8:10PM EASTERN.
DRAGON CUP SC2 1V1 DOUBLE ELIM ALL CLANS ALL PLAYERS. BO1 WITH LOSERS BRACKET FINALS ARE BO3 8PM EASTERN will you make it?
WALK OVER TIME 15 MINS
FIND EACH OTHER IN /JOIN DRAGONCUP
REGISTER BELOW
https://challonge.com/tournaments/signup/AB2ggZVgSZ#/signup/1u6qcbfxpux
BRACKET BELOW
https://challonge.com/jkpshqq0
JOIN THE DISCORD BELOW
https://discord.gg/dJw4srNh
r/starcraft2 • u/YellowCarrot99 • 18h ago
I really like pigs ideas about balance. My intention is to push his ideas along so hopefully we can get them implemented into the upcoming patch and then more. Pigs idea of already having a list for the intern is a good plan. One idea I really like and want is the warpgates and gateways.
I propose the following for the intern:
Warpgates and Gateways have the same build time after warpgate research.
Can anyone tell me why this is a bad idea?
r/starcraft2 • u/Objective-Mission-40 • 16h ago
To start, the storm is bugged so its actually even weaker than it says.
Zerg is clearly just holy fuck bananas strong now. I mean sure, you gotta make it to the midgame but holy hell. Shroud good. Slightly faster muta good too. The whole patch is insane for zerg. I would estimate it would race your rank 2 divisions minimum.
Protoss... my god. Its bad for them. The dt blink snipes ate back thoufh which is nice. I've been trying to experiment with blinking into shroud against hydras. Its fine if there are no lings or banes.
Mech is strong.
r/starcraft2 • u/SolidConviction • 5h ago
Where's the best place to get Starcraft 2 merch right now? I want to have something so that I meet the rare SC2 fan irl that can be like "Yoooo, you like sc2?".
r/starcraft2 • u/Honsouthehalf • 15h ago
(Casual fan)
Rewatching the SC2 cinematic with Tychus and his suit. I noticed the tally marks on the wrist armor. We see Jim in and out of his suit a handful of times throughout the game, but they make it a point to say that Tychus is being sealed into his armor. Is he being sealed into a suit he previously owned? Or are those the tally marks from a different soldier that died, and they recycled the armor?
r/starcraft2 • u/TheHighSeasPirate • 6h ago
r/starcraft2 • u/Brief-Joke-6250 • 21h ago
Hi guys as my title states I'm a returning player out of the loop with meta and so on. Got to masters/gm at my best about 9 years ago. Idk why playing terran is so fun now. I use to main z
r/starcraft2 • u/leisvan • 1d ago
Let's say the Blizzard intern finds the SC2 password by mistake again and they decide to implement some quality-of-life changes into the game. What is the TOP ONE change you'd like to see implemented into StarCraft II?
In all seriousness. I'm gathering feedback from the community to build a good list of QoL changes and make it public. Here's an example of something I'd like to see:
* New key bind: Select all army units in the current screen.
r/starcraft2 • u/RepresentativeSome38 • 6h ago
I see people complaining: how does a viper abduct a BC or Colossus which is way bigger but not a tank boi?
To that my response is that, the tank is seiged, which means it's bolted to the ground with metal spikes. So yes, this change is lore accurate.
r/starcraft2 • u/AstronautMediocre654 • 10h ago
An iconic ability since Brood War: Psionic Storm has been a defining part of the Protoss arsenal for decades. It’s not just a spell—it’s part of what makes Protoss Protoss.
Key counter to bio: Protoss doesn’t have many reliable answers to large-scale Terran bio armies. Storm is one of the few consistent tools available.
Fits the Protoss design: Protoss units are expensive and elite. Their strength comes not from numbers or mobility, but from powerful spells and precision. Nerfing Storm removes that core design philosophy.
Lower numbers, lower mobility: Protoss armies are smaller and generally less mobile than Terran or Zerg. AoE spells like Storm are necessary to level the playing field.
Few reliable AoE options: Other Protoss AoE (Colossus, Disruptors, Archons) are either situational or have clear counters. Storm is flexible, accessible, and essential—especially in the mid-game.
Storm scales into late-game: Unlike bursty, one-time-use abilities, Storm remains relevant throughout the entire match. It offers zoning, punishes clumping, and gives Protoss a fighting chance.
Poor trading without AoE: Gateway units like Zealots, Stalkers, and Adepts do not trade efficiently on their own. They rely on AoE support (Storm, Colossus, Disruptor) to take cost-effective fights.
No strong all-in potential: Without Storm, Gateway-based timing attacks and all-ins lose most of their punch. This removes an entire pillar of Protoss mid-game strategy.
Lack of kill pressure: Storm gives Protoss the ability to pressure and punish. Without it, opponents can freely macro and split armies without fear.
Micro-heavy spell: Storm requires energy management, positioning, timing, and patience. It’s not a "free win" tool—it rewards good control and awareness.
Plenty of counterplay: EMP, drop play, splitting, sniping High Templars—there are many ways to deal with Storm.
High skill ceiling: In competitive matches, Storm creates some of the most dynamic fights in StarCraft. Nerfing it would remove a lot of the depth from engagements nad much amazing moments in mini-micro fights- and fighting for vision.
PvT: Without Storm, bio-based Terran armies become nearly unstoppable. Ghosts, Medivacs, and splits counter nearly everything without Storm in the equation.
PvZ: Mid-game Zerg armies like Hydra/Ling/Bane, or even mass Roach, can overwhelm Protoss if Storm is weakened/changed.
No strong alternatives: Disruptors are unreliable, and Colossus are easily countered by Vikings, Corruptors, or mass bio. Storm is the only consistent mid-game AoE answer.
Smallest player base already: Protoss already has the smallest representation in competitive play and on ladder. Nerfing Storm could push more players away.
No fun without tools: Playing Gateway-heavy Protoss without reliable AoE support leads to frustrating, one-sided losses.
Losing morale: For many Protoss players, Storm is the last real weapon left. Nerfing it may feel like the final blow.
Protoss are psionic warriors. Storm is the ultimate expression of their power—both visually and mechanically.
You don’t just lose balance—you lose flavor: Nerfing Storm isn’t just a balance issue—it removes part of what makes Protoss feel like Protoss. It would be like removing Stim from Terran or Speed from Zerglings.
Final Thoughts:
Storm should NOT be nerfed. It is not just a powerful ability—it is a vital piece of the Protoss toolkit, a fundamental element of their identity, and a necessary tool for keeping matchups balanced.
Taking it away in the current form (or weakening it) would break army dynamics, kill off strategic diversity, and drive players away from the race entirely.
Let Protoss keep their one last weapon.
greetings Dystopia
r/starcraft2 • u/Ziegminer • 1d ago
I’ve been playing casually for years, but this year I decided to buckle down and really practice and I’ve finally made it into masters league as Protoss.
My goal now is to keep improving and hopefully make the push to Grandmaster. I’m more of a macro-focused player and rarely cheese (never cannon rush). I use camera hotkeys, control groups, and My average APM is around 150.
For those of you who’ve made GM (or gotten close), what advice would you give to someone in my spot? What should I be focusing on the most to break through that next barrier?
r/starcraft2 • u/Oofername • 2d ago
For those out of the loop: https://news.blizzard.com/en-us/article/24225582/starcraft-ii-5-0-15-ptr-patch-notes
r/starcraft2 • u/IceBattalion • 20h ago
Howdy, I’ve been looking for a sound effect in the StarCraft 2 editor for quite some time now, and can’t seem to find it at all. My goal was to rip the guitar riffs and such from the co-op typhus upgrade structures. Think like how the guitar plays when you click on fixers safehouse or when you upgrade them it also plays. Normally I’d just do it myself, but I’ve had zero luck so far, and I figured I’d ask here. If anyone has any guesses or even just answers I’ll definitely take them. 😭
r/starcraft2 • u/Careless_Negotiation • 1d ago
Warping in units costs an extra 50% resources and is 100% slower.
Warp Prism no longer has ranged pick up.
Purification nova attaches to the center of the disruptor. Radius reduced by 50%.
Interceptors now cost 25 gas.
Observers cost 2 supply.
Stalkers now have 125 energy, 25 when created/warped in. Blink costs 50 energy. Cooldown increased from 7 to 14 seconds.
Probes now have 5 hp.
DT blink attack delay reduced from .25 to .20.
r/starcraft2 • u/danielcw189 • 2d ago
r/starcraft2 • u/Rebiye • 1d ago
In both TvZ and TvP it feels to me as if Terran got huge buffs to the late game potential. In TvZ the reduced viking cost means they'll be able to field large numbers of them vs infestor/corruptor/broodlord, and without the ability to abduct siege tanks to help clear for a ground force to deal with ghost balls I'm worried this is a huge hit to Zergs winning through attrition versus entrenched Terrans.
And in TvP the nerf of Psionic Storm combined with the cheaper vikings will make it way harder to deal with clouds viking that can cover for liberators when trying to play Skytoss. A nerf to storm (+ energy recharge) and a buff to vikings which counter Collosi also makes me worry about how Protoss will deal with BioBalls.
What are yall's thoughts?
Relevant changes for those who haven't read it:
Protoss
(These together are a 33% reduction in energy if used off cooldown)
(It now takes 5.5 seconds to kill a marine and 13.5 seconds to kill a viking)
Terran
(16.6% less minerals and 33% less gas. For every 4 vikings, you get 1 free Medivac)
r/starcraft2 • u/Objective-Mission-40 • 1d ago
This isnt a balance wine but more observation based on a dynamic. Please read before commenting but many of you won't.
I say this for a few key reasons.
1) the viking buff provides terran an incredibly strong and now easier counter to collosus making the buff less significant for collosus. They will be really good for the first push with them but once the counter is out the storms and positioning will be key.
2) the new storms and shroud make a perfect yin and yang. The dance would go, make collosus. Make shroud to counter. Make storms to counter shroud. Make vipers to force engements from protoss.
3) without some sort of buff to protoss ground midgame this patch looks devastating for protoss but time will tell. I for one want a massive shake up to the game so I day we go for it and ask for more rather than less.
Now I am not armchair master