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Blizzard Details StarCraft II's 1.1 Patch, First Balance Changes

Today, we're all going to learn a new word: "nerf."

Today, Blizzard revealed the first details of the upcoming patch 1.1 for StarCraft II in their " Situation Report." Expected to hit in mid-September, patch 1.1 will include a suite of updates for the game, including new features, bug fixes, and, most exciting of all, balance changes.  If you've been avoiding StarCraft II altogether, or you're just not that interested in the multiplayer side of the game, then you'd best find another news story, because the following changes and balancing described below won't make any sense to you.
 
Let's start with the changes that probably aren't going to affect your high-tier 1v1 play. The StarCraft II 1.1 patch will add support for NVIDIA's 3D Vision tech and glasses. Yep, that means 3D StarCraft. While it's tempting (and frankly, preferable) to ignore this feature, along with all other attempts to force stereoscopic 3D into consumers hands, think about this: a 3D UI. Imagine if the StarCraft UI was floating on top of the action. Floating text. It's going to change everything.
 

Come next month, these Battlecruisers and bunkers aren't going to be as tough.
Come next month, these Battlecruisers and bunkers aren't going to be as tough.

Beyond the additions of technology that are probably used by one percent of the total player base, StarCraft II's patch 1.1 will add usability improvements to the game's editor and a slew of mod upgrades, as well as some additional upgrades to custom game creation and play. And, of course, expect patch 1.1 to ship with some bug fixes.
 
Alright, time for the main event: balance adjustments. While the full details haven't been released yet, all three factions in StarCraft II will be receiving changes, and many units and strategies will be greatly impacted. And not in a good way. 
 
Terran players, your time has come.
 
== TEASER ==Here's the short list of changes coming to StarCraft II's online play:
 

General Changes

  • Friendly units will no longer provide vision after they've been killed. Enemy units previously revealed in vision cannot be targeted.
 

Terran Changes

  • Reaper build time increased from 40 seconds to 45 seconds.
  • Bunker build time increased from 30 seconds to 35 seconds.
  • Siege Tank damage decreased from 50 to 35, +15 against armored.
  • Siege Tank upgrades decreased from 5 to 3, +2 against armored.
  • Battlecruiser damage against ground units decreased from 10 to 8.
 

Zerg Changes

  • Ultralisk damage decreased from 15, +25 against Armored, to 15, +20 to armored.
  • Ultralisk Ram attack is being removed.
 

Protoss Changes

  • Zealot build time increased from 33 seconds to 38 seconds.
  • Warp Gate cooldown time increased from 23 seconds to 28 seconds.
 
Damn.  Those are some significant performance hits across all the races. Terran players are especially going to feel that patch next month. To be fair, though, Wings of Liberty was built with a Terran focus at its core. I think everyone expected that the Terran were going to get some form of balance changes that would help bring them in line with the other races.   

 
 I could have stopped this if I was able to rush Zealots. And now I can't!
 I could have stopped this if I was able to rush Zealots. And now I can't!
 
And I can't speak to everyone out there, but as a player who has chosen to, ahem, "main Toss," I'm not feeling good at all about the Zealot build time increase. I've used the Zealot rush to great effect in the past, especially against other Protoss players. But with that timer increase, that strategy just isn't going to fly. And how am I going to stop a 6-pool now?!
 
Oh. Brad said I should boost one Zealot to the choke point and hold position. Never thought of that. Huh.
 
You can read the full rationale behind all the decisions in Blizzard's Situation Report, but, having read that general list of the big adjustments, how are you guys feeling about these first balance changes to StarCraft II? Any players reading these changes and deciding to break their StarCraft II disk out of anger? Not that it'll do you much good, since the game doesn't need a CD to load up anyway. But the gesture is what will count.

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mattbodega

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Edited By mattbodega

Today, Blizzard revealed the first details of the upcoming patch 1.1 for StarCraft II in their " Situation Report." Expected to hit in mid-September, patch 1.1 will include a suite of updates for the game, including new features, bug fixes, and, most exciting of all, balance changes.  If you've been avoiding StarCraft II altogether, or you're just not that interested in the multiplayer side of the game, then you'd best find another news story, because the following changes and balancing described below won't make any sense to you.
 
Let's start with the changes that probably aren't going to affect your high-tier 1v1 play. The StarCraft II 1.1 patch will add support for NVIDIA's 3D Vision tech and glasses. Yep, that means 3D StarCraft. While it's tempting (and frankly, preferable) to ignore this feature, along with all other attempts to force stereoscopic 3D into consumers hands, think about this: a 3D UI. Imagine if the StarCraft UI was floating on top of the action. Floating text. It's going to change everything.
 

Come next month, these Battlecruisers and bunkers aren't going to be as tough.
Come next month, these Battlecruisers and bunkers aren't going to be as tough.

Beyond the additions of technology that are probably used by one percent of the total player base, StarCraft II's patch 1.1 will add usability improvements to the game's editor and a slew of mod upgrades, as well as some additional upgrades to custom game creation and play. And, of course, expect patch 1.1 to ship with some bug fixes.
 
Alright, time for the main event: balance adjustments. While the full details haven't been released yet, all three factions in StarCraft II will be receiving changes, and many units and strategies will be greatly impacted. And not in a good way. 
 
Terran players, your time has come.
 
== TEASER ==Here's the short list of changes coming to StarCraft II's online play:
 

General Changes

  • Friendly units will no longer provide vision after they've been killed. Enemy units previously revealed in vision cannot be targeted.
 

Terran Changes

  • Reaper build time increased from 40 seconds to 45 seconds.
  • Bunker build time increased from 30 seconds to 35 seconds.
  • Siege Tank damage decreased from 50 to 35, +15 against armored.
  • Siege Tank upgrades decreased from 5 to 3, +2 against armored.
  • Battlecruiser damage against ground units decreased from 10 to 8.
 

Zerg Changes

  • Ultralisk damage decreased from 15, +25 against Armored, to 15, +20 to armored.
  • Ultralisk Ram attack is being removed.
 

Protoss Changes

  • Zealot build time increased from 33 seconds to 38 seconds.
  • Warp Gate cooldown time increased from 23 seconds to 28 seconds.
 
Damn.  Those are some significant performance hits across all the races. Terran players are especially going to feel that patch next month. To be fair, though, Wings of Liberty was built with a Terran focus at its core. I think everyone expected that the Terran were going to get some form of balance changes that would help bring them in line with the other races.   

 
 I could have stopped this if I was able to rush Zealots. And now I can't!
 I could have stopped this if I was able to rush Zealots. And now I can't!
 
And I can't speak to everyone out there, but as a player who has chosen to, ahem, "main Toss," I'm not feeling good at all about the Zealot build time increase. I've used the Zealot rush to great effect in the past, especially against other Protoss players. But with that timer increase, that strategy just isn't going to fly. And how am I going to stop a 6-pool now?!
 
Oh. Brad said I should boost one Zealot to the choke point and hold position. Never thought of that. Huh.
 
You can read the full rationale behind all the decisions in Blizzard's Situation Report, but, having read that general list of the big adjustments, how are you guys feeling about these first balance changes to StarCraft II? Any players reading these changes and deciding to break their StarCraft II disk out of anger? Not that it'll do you much good, since the game doesn't need a CD to load up anyway. But the gesture is what will count.
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thomasnash

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Edited By thomasnash

cool
 
sorry to be that dude, but FINALLY

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Razoric

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Edited By Razoric

There will be many, many more patches after this one.  It's best to just try the patch out for yourself before having some knee jerk opinion about it.  To me the changes seem fair but we'll see how they play out.

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R3Qui4M

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Edited By R3Qui4M

Matt Kessler

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raviolisumo

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Edited By raviolisumo

At least Terrans are getting nerfed, I can live with that.

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matthew

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Edited By matthew

They're removing a whole unit?  The Ram?

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Franstone

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Edited By Franstone

Nerf is definately not a new word...   ; ) 
 
Developers have been doing it to MMORPGs for years!
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rinkalicous

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Edited By rinkalicous

 Fuck! I'm bad enough as it is, without the Terrans getting Nerfed! 
 
And I'm no expert, but those siege tank nerfs sound downright crippling. Not happy.    

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fjor

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Edited By fjor

soo...now as a zerg will be easier to rush a protos? :D

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Ineedaname

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Edited By Ineedaname

Haven't played this yet, but did that map where Zerg's creep doesn't reach the ramp ever get fixed?

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meteora

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Edited By meteora

Interesting. Though increasing the Zealot build time seems to only make en massing Stalkers even more encouraging.

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Oni

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Edited By Oni

GGHF BLIZZ, YOU RUINED IT. CANCELING MY SUBSCRIP-
 
oh wait.

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HellBrendy

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Edited By HellBrendy

"[...]and if that don't work, use more gun"  
 
-The Engineer. 

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heartlessomen

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Edited By heartlessomen

i'm totally down to see some rebalancing...
 
a little miffed that gateways are getting a 5 sec cooldown increase but i think it's about time that terran were brought down just a little bit

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endless_void

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Edited By endless_void

Loving the siege tank nerfs, hopefully it'll encourage terran players not to turtle as much and to expand more. At the same time though, this'll also mean more Mauraderer/Marine attacks which lots of players have trouble countering.

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Goblix

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Edited By Goblix

Well on the plus side I don't have to worry about BC rushes... at least not as much :\

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OmegaPirate

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Edited By OmegaPirate

Ouch - my terran siege tank and bunker turtle :(

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fjor

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Edited By fjor

its kind of  understandable....from the matches ive seen ...protos and teran did more rushes the zerg did

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Tasus

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Edited By Tasus

Sounds promising!

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Cretaceous_Bob

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Edited By Cretaceous_Bob

As much fun as it was to gleefully rape people with BCs, I do have to admit they were overpowered. Get enough of those things and nothing stops them.

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benderunit22

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Edited By benderunit22

Seems good, although I have more problem with huge Terran blobs being unkillable than reaper rushes. Ultimately, I think more Zerg units need some kind of useful bonus ability, maybe have Hydra spikes deal small poison damage over time to bionic units and the same for the Roach's acidic attacks for mechanical units.
 
I guess it's too much to ask for Lurkers and/or Defilers to return just yet (maybe Heart of the Swarm will bring them back), but I'm curious how that happened in the storyline anyways. After 4 years of evolving Hydras just forgot how to morph into Lurkers?

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TheCreamFilling

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Edited By TheCreamFilling

Those nerfs seem kind of harsh. Especially the Zealot time.

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dragonzord

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Edited By dragonzord

I think if it wasn't for Idra vs Morrow than Marauders would've gotten the nerf over reapers

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ItsAJackal

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Edited By ItsAJackal

I have not played the game, but watched many replays and have heard much talk about the game.  With as much grief as the Zerg have gotten, i'm surprised nothing was increased on that side

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Milkman

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Edited By Milkman

I can hear Brad's squees from here.

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scroll

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Edited By scroll

Man the zealot and warp gate increase is a kick to the nuts but glad there's no other 'Toss changes though Warp gate time increase is pretty significant. Time to use more void rays I guess.

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Razor

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Edited By Razor

Finally, OP Turtling Terran is getting nerfs on Tanks.
 
ATM Tanks>Hydras. 

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captainfish

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Edited By captainfish

Every warpgate unit has it's own cooldown time, I'm assuming the 5 second increase is only for zealots from the warpgate.


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bigchief

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Edited By bigchief

I'm glad that the Zerg got off light in this one. Just one unit, and not enough to impact things too much. Honestly, I don't know enough about balance and high level play to say how this will affect things. I'm sure there'll be a lot of complaining on the Blizzard boards, though.

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PandaGuy

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Edited By PandaGuy

nice, much needed

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Piranesi

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Edited By Piranesi

Ah the old Blizzard rule, if it ain't broke just wait until the next patch ...
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JamesKond

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Edited By JamesKond

Meh, Reaper Rushing stopped working on higher level anyway, besides Zeolet rushes are now out of the question!, hurray!

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Ragnarok512

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Edited By Ragnarok512

Not entirely happy about the siege tank changes, but I can certainly understand the reasoning. Other than that I don't think it's going to effect my play style much.

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cinemandrew

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Edited By cinemandrew
@Matthew said:

" They're removing a whole unit?  The Ram? "

"Ultralisk Ram attack is being removed."
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deactivated-5e9ee8b9b3047

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Loving the siege tank nerf, now I can totally destroy terran with my collosi :D Also I can get out my first stalker just before their reaper now with a 15 cyber.

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audiosnag

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Edited By audiosnag

Hey now what did the Ultra ever do to anyone!
Leave him alone!

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AuthenticM

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Edited By AuthenticM

I am confident in Blizzard's ability to properly modify each faction.

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Kazona

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Edited By Kazona

No matter the changes they're making, I am still going to suck ass at this game. 

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bishna

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Edited By bishna

as  zerg player i approve this patch

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Feanor

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Edited By Feanor

The reaper's increased build time makes me happy. But increasing the Zealots makes me a little worried. Maybe they are trying to make Zerg more popular now by making them even more rush friendly.

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bibledoctor

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Edited By bibledoctor

Terran nerf, lol.

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SSully

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Edited By SSully
@Rinkalicous said:
"  Fuck! I'm bad enough as it is, without the Terrans getting Nerfed!  And I'm no expert, but those siege tank nerfs sound downright crippling. Not happy.     "
They are necessary though. You can hold off a wave of 30-40 marines at your front gate with 3-4 siege tanks. Dont even both putting your army with the tanks, they do the job. Its even worse against other ground units. 
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Skillface

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Edited By Skillface
@Bishna said:
" as  zerg player i approve this patch "
This.
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Titl

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Edited By Titl

Seems kinda harsh to Terran at first glance, but it's actually totally understandable. it is definitely going to change the high-tier play.

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BunkerBuster

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Edited By BunkerBuster

I still don't see how this help the Zerg at tier 3 against the other races at tier 3. And then they nerf the Ultralisk? Well see I guess.

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TheHT

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Edited By TheHT

lol poor siege tank.

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matthew

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Edited By matthew
@cinemandrew said:
" @Matthew said:

" They're removing a whole unit?  The Ram? "

"Ultralisk Ram attack is being removed." "
Ah, much thanks for the clarification.
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EggPuppet

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Edited By EggPuppet

Blizzard's balance changes seem really out-of-touch and sort of illogical. Battlecruisers are almost never used in high level play anyway, and they've always been easy to counter. Why nerf their damage?
 
Why take away the Ultralisk's ram? It was a neat animation, it was fun, and it had extremely little impact on the game.
 
The Zealot nerf concerns me, because this is all about proxy rushes, yet it's also hurting the unit in standard play.
 
The siege tank change is probably justified, and will balance out Terran a lot. It might be a little too much of a nerf, but we'll see. The Reaper nerf is very justified, but a smarter change would be to require an initial tech lab time investment to unlock them.
 
I love the dead unit vision change, though. That's going to improve the game tremendously, in subtle ways.

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DoctorWelch

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Edited By DoctorWelch

Wow, some of these balance changes are pretty weird. I know this probably isnt the whole list but some of the stuff doesnt make much sense. Here we go, lets run down the list 
1. Reapers suck at everything except early game harass so if you start to take that away, that unit might as well not even be in the game so thats sorta weird. 
2. I dont really understand the bunker time increase. I mean, the only thing I see this doing is making it significantly harder for Terran to defend against proxy gateways/pylons. That is really balanced out though with the increased time it takes to make Zealots. So in the end, I actually think this could hurt the Protoss proxy. So if that was their intention I guess it makes sense, but the Protoss dont really need any kind of nerf so...yeah.  
3+4. This right here is the big one that actually makes some sense. Seige tanks were waaaaayyyy too good against Zerg, well lets just say way too good in general. There wasnt anything Zerg could do against them. 50 to 35 is a gigantic hit though, it might make the seige tank too shitty, but it seems like it might be okay. 
5. This is another one I dont understand at all. In my opinion, Battlecruisers are a pretty pathetic unit for being top tier. The damage they deal is pathetic for the amount of supply and resources they cost, not to mention they are slow as fuck. Yamato cannon is the only good thing they have and even that isnt that great unless you have a bunch of them. I have never seen a high level game where the person that gets BCs wins. Maybe I'm not watching the right games, but I have never seen them used effectively. I'm just saying I would much rather spend those resources and supply on Thors any day. So yeah, I really dont see a need for a nerf because as of now they are pretty shitty.  
6+7. I actually thought Ultras needed a little bit of a buf but what ever. I dont play Zerg so I am not exactly sure how good they are. I havent really faced them much, and I dont see high level players using them that effectively so I'm not sure. 
8+9. I honestly think this is the worst thing they could have done. I thought Protoss were perfectly fine the way they were. I just really dont understand where this is comming from. There is no reason for making these things take longer. In the end, this is just going to make it way way way easier for both Terran and zerg to compile big armies in the early game and crush the Protoss before they even get a chance to get enough units, or high enough tier units to stop them. 
 
In the end, I feel like these things are making the Protoss significantly weaker, while the Zerg is staying the same/getting better because of the seige tank nerf, and the Terran only feel the effect of the loss of an early game cheese and the nerf of a way way way overpowered unit to begin with. I just dont understand this. I play Terran and I am not nearly as worried as I would be if I played Toss.