{"id":1591848,"date":"2026-05-29T19:57:19","date_gmt":"2026-05-29T19:57:19","guid":{"rendered":"http:\/\/v4WScoZT8Cjnao3rpLQYMc"},"modified":"2026-05-29T19:57:20","modified_gmt":"2026-05-29T19:57:20","slug":"starcraft-2-development-ended-6-years-ago-but-blizzard-still-wont-stop-messing-with-it","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/starcraft-2-development-ended-6-years-ago-but-blizzard-still-wont-stop-messing-with-it\/","title":{"rendered":"StarCraft 2 development ended 6 years ago, but Blizzard still won&#8217;t stop messing with it"},"content":{"rendered":"<article>\n<p>Six years ago, in October 2020, Blizzard announced the end of new content updates for <a href=\"https:\/\/www.pcgamer.com\/starcraft-2\/\">StarCraft 2<\/a>, its storied real-time strategy game, although it promised to continue supporting the game with tweaks and balance patches &#8220;<a href=\"https:\/\/www.pcgamer.com\/a-decade-after-launch-starcraft-2-development-is-winding-down\/\">as needed<\/a>.&#8221; It&#8217;s followed through on that commitment over the years since, and today (technically yesterday, but I didn&#8217;t notice it then) brings as a new one, and it&#8217;s kind of a banger.<\/p>\n<p>The focus of this update is on &#8220;extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods,&#8221; Blizzard said. &#8220;We\u2019ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.&#8221;<\/p>\n<p>The top-line change is a reduction in starting workers from 12 to eight, which fans in the StarCraft 2 subreddit seem generally supportive of, because it provides for more varied builds and, as redditor <a href=\"https:\/\/www.reddit.com\/r\/starcraft2\/comments\/1tq9o25\/comment\/oogebdf\/\" target=\"_blank\">GoGoGoRL<\/a> put it, because &#8220;shaking stuff up in this stage of the game in general is a breath of fresh air.&#8221;<\/p>\n<p>&#8220;The idea is to force harsher compromises in builds, in that you can&#8217;t get counters for everything online as quickly,&#8221; redditor <a href=\"https:\/\/www.reddit.com\/r\/starcraft2\/comments\/1tq9o25\/comment\/ooghsvs\/\" target=\"_blank\">Appletank<\/a> added, explaining how the change fits with Blizzard&#8217;s strategy of extending StarCraft 2&#8217;s mid-game. &#8220;This increases [the] need to scout, increase time spent in the 80-150 supply range before everyone maxes out, makes supply slightly less free with expanding, makes it slightly less punishing to be a bit later on expanding as your main base minerals aren&#8217;t half gone by eight minutes.&#8221;<\/p>\n<p>Redditor <a href=\"https:\/\/www.reddit.com\/r\/starcraft2\/comments\/1tq9o25\/comment\/ooifexh\/\" target=\"_blank\">RedErin<\/a> was a bit more succinct: &#8220;With 12 worker starts you have to get a third base ASAP or you&#8217;re dead.&#8221;<\/p>\n<p>There are a handful of other economic tweaks, gameplay changes to zerg, protoss, and human forces, and a surprisingly beefy list of bug fixes and quality of life updates\u2014all told, a more impactful update than you might expect given that StarCraft 2 is now 16 years old and, at least in terms of new content development, effectively abandoned. StarCraft 2 players are already kicking around ideas on how the patch will change strategies.<\/p>\n<blockquote class=\"reddit-card\" ><p><a href=\"https:\/\/www.reddit.com\/r\/starcraft2\/comments\/1tq9o25\/comment\/oofct6p\">Comment<\/a> from <a href=\"https:\/\/www.reddit.com\/r\/starcraft2\">r\/starcraft2<\/a><\/p><\/blockquote>\n<p><script async src=\"\/\/embed.redditmedia.com\/widgets\/platform.js\" charset=\"UTF-8\"><\/script><\/p>\n<blockquote class=\"bluesky-embed\" data-bluesky-uri=\"at:\/\/did:plc:tapuw57y65xrwbsysmzunly4\/app.bsky.feed.post\/3mmxlaaufis2m\" data-bluesky-cid=\"bafyreigrkjy33jsv7tvnmqgyo7zmai2xlckfvbqwyyfj34mnkvnnctzy54\">\n<p lang=\"en\">starcraft 2 changed warpgate after like 10 years whattt<\/p>\n<p>\u2014 @hatmasteryt.bsky.social (<a href=\"https:\/\/bsky.app\/profile\/did:plc:tapuw57y65xrwbsysmzunly4?ref_src=embed\">@hatmasteryt.bsky.social.bsky.social<\/a>) <a href=\"https:\/\/bsky.app\/profile\/hatmasteryt.bsky.social\/post\/3mmxlaaufis2m\">2026-05-29T18:41:09.643Z<\/a><\/p><\/blockquote>\n<p>The StarCraft 2 5.0.16 patch is live now on the public test realm\u2014depending on how that goes, it&#8217;s possible some of these changes will be reworked. The full patch notes as they currently stand are below.<\/p>\n<h2 id=\"economy\">Economy<\/h2>\n<ul>\n<li>Starting workers reduced from 12 to 8.<\/li>\n<li>Default Large Mineral patch resource count reduced from 1,800 to 1,600.<\/li>\n<li>Default Small Mineral patch resource count increased from 900 to 1,200.<\/li>\n<li>Total Default Minerals per base increased from 10,800 to 11,200.<\/li>\n<li>Default Vespene Geysers&#8217; resource count increased from 2,250 to 2,500.<\/li>\n<li>Total Default Gas per base increased from 4,500 to 5,000.<\/li>\n<li>Rich Vespene Gas Geyser harvest return value decreased from 8 to 6.<\/li>\n<\/ul>\n<h2 id=\"zerg\">Zerg<\/h2>\n<ul>\n<li>Hatchery, Lair and Hive\n<ul>\n<li>Supplies provided reduced from 6 to 4.<\/li>\n<\/ul>\n<\/li>\n<li>Creep\n<ul>\n<li>Spread\/Recede rate slowed from 0.45 to 0.55.<\/li>\n<\/ul>\n<\/li>\n<li>Spore Crawler\n<ul>\n<li>Damage against Biological increased from 20 (+10 Biological) to 20 (+15 Biological).<\/li>\n<\/ul>\n<\/li>\n<li>Carapace Upgrades\n<ul>\n<li>Level 1 cost decreased from 150\/150 to 100\/100.<\/li>\n<li>Level 2 cost decreased from 200\/200 to 150\/150.<\/li>\n<li>Level 3 cost decreased from 250\/250 to 200\/200.<\/li>\n<\/ul>\n<\/li>\n<li>Infestor\n<ul>\n<li>Microbial Shroud range increased from 9 to 12.<\/li>\n<li>Microbial Shroud can now be cast without requiring an upgrade from the Infestation Pit.<\/li>\n<li>Neural Parasite on builder SCVs will only expire at structure completion.<\/li>\n<li>Now has an auto-attack weapon.<\/li>\n<\/ul>\n<\/li>\n<li>Viper\n<ul>\n<li>Abduct now considers Sieged Tanks a valid target.<\/li>\n<\/ul>\n<\/li>\n<li>Overlord\n<ul>\n<li>Speed without Pneumatized Carapace decreased from 0.9 to 0.7.<\/li>\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<\/ul>\n<\/li>\n<li>Overseer\n<ul>\n<li>Changelings automatically inherit the current order queue of the casting Overseer.<\/li>\n<li>Changelings\u2019 deaths are contagious to other nearby Changelings.<\/li>\n<\/ul>\n<\/li>\n<li>Mutalisk\n<ul>\n<li>Mutalisk Glaives now prioritize targets.<\/li>\n<li>Arc slop increased to 180.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"terran\">Terran<\/h2>\n<ul>\n<li>Command Center\n<ul>\n<li>Supplies provided reduced from 15 to 13.<\/li>\n<\/ul>\n<\/li>\n<li>Ghost\n<ul>\n<li>Supply increased from 2 to 3.<\/li>\n<li>Health reduced from 125 to 100.<\/li>\n<li>Attack damage changed from 10 + 10 vs Light to 20.<\/li>\n<li>Attack range increased from 6 to 7.<\/li>\n<li>Steady Targeting:\n<ul>\n<li>Damage increased from 130 + 40 vs Psionic to 170.<\/li>\n<li>Energy cost increased from 50 to 75.<\/li>\n<li>No longer cancels upon taking damage.<\/li>\n<\/ul>\n<\/li>\n<li> <\/li>\n<\/ul>\n<\/li>\n<li>Medivac\n<ul>\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<li>Subgroup Priority:\n<ul>\n<li>Priority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank).<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"protoss\">Protoss<\/h2>\n<ul>\n<li>Nexus\n<ul>\n<li>Supplies provided reduced from 15 to 13.<\/li>\n<\/ul>\n<\/li>\n<li>Warpgate\n<ul>\n<li>Warpgate Research moved to the Gateway from the Cybernetics Core.<\/li>\n<li>Warpgate Research speeds up Gateway unit production time by 35%.<\/li>\n<li>&#8216;Transform to Warpgate&#8217; cost increased from 0\/(0) to 50\/(50).<\/li>\n<li>Warp-in Time is no longer determined by &#8216;slow power fields&#8217;.<\/li>\n<li>Warp-in Time decreased to 3s (from 3.6s and 11.4s).<\/li>\n<li>Warpgate Cooldown Values:\n<ul>\n<li>Zealot: from 20 to 22.<\/li>\n<li>Adept: from 20 to 22.<\/li>\n<li>Stalker: from 23 to 22.<\/li>\n<li>Sentry: from 23 to 22.<\/li>\n<li>High Templar: from 32 to 35.<\/li>\n<li>Dark Templar: from 32 to 35.<\/li>\n<\/ul>\n<\/li>\n<li> <\/li>\n<\/ul>\n<\/li>\n<li>Gateway\n<ul>\n<li>Pre-Warpgate Production Time Values:\n<ul>\n<li>Zealot: from 27 to 28.<\/li>\n<li>Adept: from 30 to 28.<\/li>\n<li>Stalker: from 27 to 28.<\/li>\n<li>Sentry: from 23 to 24.<\/li>\n<li>High Templar: from 32 to 40.<\/li>\n<li>Dark Templar: from 32 to 40.<\/li>\n<\/ul>\n<\/li>\n<li> <\/li>\n<li>Post-Warpgate Production Time Values:\n<ul>\n<li>Zealot: 18.<\/li>\n<li>Adept: 18.<\/li>\n<li>Stalker: 18.<\/li>\n<li>Sentry: 16.<\/li>\n<li>High Templar: 26.<\/li>\n<li>Dark Templar: 26.<\/li>\n<\/ul>\n<\/li>\n<li> <\/li>\n<\/ul>\n<\/li>\n<li>Sentry\n<ul>\n<li>Hallucinations automatically inherit the current order queue of the casting Sentry.<\/li>\n<\/ul>\n<\/li>\n<li>High Templar\n<ul>\n<li>Psi Storm total damage reduced from 110 to 100.<\/li>\n<\/ul>\n<\/li>\n<li>Disruptor\n<ul>\n<li>Now has a &#8216;phantom attack&#8217; weapon.<\/li>\n<\/ul>\n<\/li>\n<li>Warp Prism\n<ul>\n<li>Can now issue &#8216;Load Nearby Units&#8217; commands.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 id=\"bug-fixes-quality-of-life-updates\">Bug Fixes &#038; Quality of Life Updates<\/h2>\n<ul>\n<li>Fixed an issue where Carrier Interceptors owned due to a player casting Neural Parasite would not inherit the opponent&#8217;s upgrades.<\/li>\n<li>Fixed an issue where EMP visuals did not provide clear visual indication of effect radius\/affected units.<\/li>\n<li>Fixed an issue where Motherships would warp in adjacent to the Nexus rather than overtop.<\/li>\n<li>Fixed an issue where Guardian Shield visuals would persist even after loaded into a transport.<\/li>\n<li>Fixed an issue where melee units targeting builder SCVs would lose their attack order when the SCV moved through the structure.<\/li>\n<li>Fixed an issue where SCVs could not have build orders queued sequentially onto structures already being constructed by another SCV.<\/li>\n<li>Fixed an issue where Guardian Shield visuals would not update player color post-initialization.<\/li>\n<li>Fixed an issue where the KD8 Charge could knock back immobile targets during Recall.<\/li>\n<li>Fixed an issue where the KD8 Charge lacked a placement model and AOE effect radius cursor indicator.<\/li>\n<li>Fixed an issue where the KD8 Charge would be thrown in front of a target unit rather than at the targeted cast point.<\/li>\n<li>Fixed an issue where some units&#8217; spells would not trigger Protoss shield-damage graphics (Purification Nova, Corrosive Bile, KD8 Charge).<\/li>\n<li>Fixed an issue where units with burrow move would lose their current orders when told to burrow.<\/li>\n<li>Fixed an issue where &#8216;Zerg Rocks&#8217; were lacking polish. (Now uses correct wireframe, has a Zerg building armour icon, and uses animation state to communicate health level).<\/li>\n<li>Fixed an issue where a variation of large diagonal rocks still did not receive an attack command if certain portions of the rock were within vision but not others.<\/li>\n<li>Fixed an issue where attack commands with Adept Shades in the selection behaved erratically (Example: finishing a shade caused the attack target to be lost if the command was not issued by smart command\/right click, units could unexpectedly move command etc.)<\/li>\n<li>Fixed an issue where the Nexus had no indication Nexus Recall nor Energy Recharge abilities&#8217; cooldowns were global. Command card now displays charge counters and minimap displays all Nexus range radius.<\/li>\n<li>Fixed an issue where the Nexus Energy Recharge ability range radius actor would display permanently rather than when the ability was being targeted.<\/li>\n<li>Fixed an issue where Lurker Attack Spike sounds could be heard through the Fog of War.<\/li>\n<li>Fixed an issue where Lurker eggs lacked polish during creation\/destruction. Eggs now take less time to appear due to faster birth animation and play a death cry to communicate when destroyed early.<\/li>\n<li>Fixed an issue where the Warp Prism would not display an unload visual model indicator.<\/li>\n<li>Fixed an issue where the Warp Prism would not display a load range radius actor when the ability was being targeted.<\/li>\n<li>Fixed an issue where the Warp Prism movement was highly variant\/ sluggish if ordered to queue pickup orders or pick up units slightly out of immediate range.<\/li>\n<li>Fixed an issue where Banelings in splash range of enemy units but killed by enemy units would not spawn an audio cue indicating splash damage had been dealt.<\/li>\n<li>Fixed an issue where non-disguised Changelings would not play their full birth animation.<\/li>\n<li>Fixed an issue where commanding Oracles to build Stasis Wards in areas inside their range could result in slower execution than being commanded to build outside their range.<\/li>\n<li>Fixed an issue where Oracles would teleport short distances if told to build a Stasis Ward while overlapping with other air units (such as other friendly oracles).<\/li>\n<li>Fixed an issue where Stasis Wards lacked a distinct audio cue for their death.<\/li>\n<li>Fixed an issue where players attempting to attack a Stasis Ward could easily accidentally move command underneath it instead.<\/li>\n<li>Fixed an issue where Colossus could not be created\/unloaded in space an air unit already was (this mostly affects the predictability of colossus drop positioning due to collision with the warp prism).<\/li>\n<li>Fixed an issue where Voidray Prismatic Alignment lacked a termination audio cue.<\/li>\n<li>Fixed an issue where Immortal Barrier lacked a termination audio cue.<\/li>\n<li>Fixed an issue where beam attack visuals would not terminate if targets were picked up by transports or teleported away (Sentry, Void Ray).<\/li>\n<li>Fixed an issue where the Sentry&#8217;s beam attack visuals were misleading due to being significantly delayed during creation and termination. They should now feel much more responsive to control.<\/li>\n<li>Fixed an issue where the Cyclone basic weapon was unable to damage friendly cloaked\/buried units.<\/li>\n<li>Fixed an issue where the High Templar&#8217;s basic weapon&#8217;s visuals and sounds were not proportionate in size\/volume to its impact.<\/li>\n<li>Fixed an issue where Vespene Geysers did not update their model to tolerate shaders if players&#8217; shader graphics settings changed mid-match, allowing for re-enabling of the higher graphics option.<\/li>\n<li>Fixed an issue where Phoenix would not face their channeled Graviton target.<\/li>\n<li>Fixed an issue where killing a Viper prior to its Abduct tongue connecting with a target would not cancel the abduct.<\/li>\n<li>Fixed an issue where Nexus would still play Blinding Cloud visuals (despite no longer having Photon Overcharge).<\/li>\n<li>Fixed an issue where Planetaries lacked or had misleading visual and audio indicators (splash damage impact visuals, sound).<\/li>\n<li>Fixed an issue where Archons lacked several visual and audio indicators (birth sound, splash damage impact visuals, movement sound, attack physics).<\/li>\n<li>Fixed an issue where Disruptor Purification Nova cooldown\/firing status was difficult to discern. Ability status should now be much more obvious due to increased colour states.<\/li>\n<li>Fixed an issue where friendly Disruptor Purification Nova range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.<\/li>\n<li>Fixed an issue where Swarm Host range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.<\/li>\n<li>Fixed an issue where Swarm Hosts lacked an equipment (weapon) display indicator for the Locust.<\/li>\n<li>Fixed an issue where Microbial Shroud&#8217;s appearance happened gradually and unnoticeably due to lacking a sufficient impact model for the cloud.<\/li>\n<li>Fixed an issue where Hellbat walk animation speed was faster than expected.<\/li>\n<li>Fixed an issue where casting Generate Creep would only affect a subselection of Overlords or Transport Overlords rather than both variations.<\/li>\n<li>Fixed an issue where Creep Tumors lacked placement and placeholder models when spreading themselves.<\/li>\n<li>Fixed an issue where it could be difficult to distinguish if a research structure was active (Twilight Council, Fleet Beacon, Armory, Evolution Chamber).<\/li>\n<li>Improved an issue where injecting Queens &#8216;shuffle&#8217;. 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.<\/li>\n<li>Improved an issue where units with their primary attack order on a changeling would lose their order if the Changeling subsequently disguised itself.<\/li>\n<li>Improved an issue where gather orders were clunky for workers. Workers adjacent and move commanding to a geyser now update their command to a gather order if a refinement structure gets built.<\/li>\n<li>Xel&#8217;naga towers can now be selected through the Fog of War. Xel&#8217;naga Towers now show their vision range radius when selected.<\/li>\n<li>Active Creep Tumors will now take selection precedence over Inactive Tumors.<\/li>\n<li>Active Creep Tumors in a control group at the time of exhausting their charge will now transfer control group membership to the spread tumor.<\/li>\n<li>Critters and destructible neutral objects have been standardized to share similar targeting\/selection\/collision values. They will no longer collide with\/block player structures or units.<\/li>\n<li>Larva\/Eggs will no longer collide with\/block player structures or units.<\/li>\n<li>Locusts that were previously uncommandable during their swoop animation are now also unselectable (if already selected they will stay selected).<\/li>\n<li>Neural Parasite will now add the target unit to the current selection if the selection only contains one infestor.<\/li>\n<li>Protoss structures now generate additional &#8216;damaged&#8217; graphical models.<\/li>\n<li>As larva increases, they will now spread further upwards around the sides of the hatchery. Larva will still start from the bottom of the hatchery.<\/li>\n<li>Music selection for spectator players has been adjusted to feature a greater pool of suitable tracks for spectating. Duplicate entries have also been removed.<\/li>\n<li>Slightly polished Oracles&#8217; Revelation and Build animation transitions.<\/li>\n<li>High Templar and Ravagers are now less likely to aggro towards faraway targets.<\/li>\n<li>Adjusted Warp Prism and Raven visual fly height to minimize clipping inside other models and reduced Warp Prism shadow size on low graphics to minimize shadow-casting on unloaded units.<\/li>\n<li>Commands to unsiege Warp Prisms will now be issued to all Warp Prisms in the selection.<\/li>\n<li>Healing Shrine visuals\/sounds have received a minor polish pass.<\/li>\n<li>The Warp Prism will now attempt to immediately siege when instructed rather than prioritizing deceleration.<\/li>\n<li>Mapmaker support tools now include proper Worker-Only-Path indicators, No-Resource footprints, air unit height modifier doodads, and variable rock reduction units.<\/li>\n<li>Mule Repair is now set to auto-cast by default (Mules with a harvest order still do not attempt to repair units).<\/li>\n<\/ul>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-eMVG3W\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/eMVG3W.js\" async><\/script><\/p>\n<div class=\"product\"><a data-dimension112=\"f9f22c12-c123-44c4-80b8-be6aae3b9025\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/05\/starcraft-2-development-ended-6-years-ago-but-blizzard-still-wont-stop-messing-with-it.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"f9f22c12-c123-44c4-80b8-be6aae3b9025\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/rts\/starcraft-2-development-ended-6-years-ago-but-blizzard-still-wont-stop-messing-with-it\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Six years ago, in October 2020, Blizzard announced the end of new content updates for StarCraft 2, its storied real-time strategy game, although it promised to continue supporting the game with tweaks and balance patches &#8220;as needed.&#8221; It&#8217;s followed through on that commitment over the years since, and today (technically yesterday, but I didn&#8217;t notice it then) brings as a new one, and it&#8217;s kind of a banger. The focus of this update is on &#8220;extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods,&#8221; Blizzard said. &#8220;We\u2019ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.&#8221; The top-line change is a reduction in&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/starcraft-2-development-ended-6-years-ago-but-blizzard-still-wont-stop-messing-with-it\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1591849,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,3729],"class_list":["post-1591848","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-rts"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>StarCraft 2 development ended 6 years ago, but Blizzard still won&#039;t stop messing with it | Arcader News<\/title>\n<meta name=\"description\" content=\"Six years ago, in October 2020, Blizzard announced the end of new content updates for StarCraft 2, its storied real-time strategy game, although it\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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