We here at Blizzard Entertainment are devastated to learn of the passing of John “TotalBiscuit” Bain, one of our most valued personalities and creators. John’s contributions to the StarCraft II community have been both immense and enduring over the years; these include serving as a team owner alongside Genna Bain, professional commentator, and tournament operator. Most of all, John was always unabashedly himself – his passion and honest feedback helped us make better games and better decisions for all players. Our deepest condolences go out to Genna and all those whose lives he touched.

John, thank you for everything. We will miss you.
Hey everyone, we’ve received feedback on the new maps and wanted to take the opportunity to discuss some of the changes in detail below.

Darkness Sanctuary LE
We received reports that air units positioned over the patch of high ground near the natural expansion location could be sometimes seen by low ground units. After investigating, we found that the reason this happens is due to how high ground vision works when air units are placed near cliff edges. This behavior has existed since Wings of Liberty, so it’s not a new issue. For this map, we’re reducing this high ground space near the natural expansions from being 2x4 size to 2x2, which will make it much easier for players to place their air units so that they can’t be seen by ground units.

Based on feedback, the lighting on this map is also being adjusted to be less dark. This will make units appear a bit brighter and their team colors will be more apparent.

Lost and Found LE
There is an area on the map that can cause Reapers to move around in circles, so we’ve adjusted this area to prevent this behavior. Also, the unbuildable plates near the main ramps were repositioned to prevent players from walling off their opponent’s ramps.

Redshift LE
We received feedback that Probes and Queens can place Pylons or Creep Tumors to bypass the gold mineral lines on Redshift LE. The map was not designed with this kind of behavior in mind, but we’re nonetheless going to keep it in the game for now to see how things play out, especially since this is only the second time we’ve seen a map that uses mineral walls in competitive play. Probe mineral jumping is likely the more useful of the two tricks, but also the most timing intensive, requiring practice to get just right. If these tricks prove to be detrimental to balance, we’ll modify the map to prevent such tactics.

Our current plan is to release this update on Tuesday, 5/29, so players will have these changes by WCS Austin. Note that this publish date is subject to change, though. As always, thank you for your feedback, and let us know what you think!
Grant Davies commented on Europe outage
We're experiencing outages in Europe right now. More information is here:


Apologies for the inconvenience.
Hey PasT,

What you described is intended functionality. When you watch an old replay the client will log you out of battle.net in order to load the necessary data to watch the old replay. If you hover your cursor over the disabled "Watch with Others" button a tool-tip will pop up indicating that this feature is not available for old replays.

- Kelphe
Yes, it's a very large undertaking. We've been planning the 64-bit version for some time, and work is already underway. We haven't really talked about it, because it's not the most exciting thing to discuss, but we're on it.

So it's a little confusing to me as well but it's supposed to be interpreted as: Base damage increased by +1. Armor damage increased by +1 base and +1 armor.

Regardless, we'll change it so that there is less confusion.

We're changing the patch notes to read +1 Base and +2 Armored so that there isn't any confusion but it's technically correct from an internal standpoint and how NinjaDuckBob describes it. You guys are also right that we weren't consistent in the balance update. Sorry for the confusion!

WCS Challenger Crowns its Champions this Weekend

WCS Challenger Season 1 draws to a close this weekend, as the 8 players remaining in each region battle it out for the title of Champion and a share of the $10,000 prize pool! After battling through the qualifiers and group stage over the last month, these competitors will clash one last time in the Round of 8 playoffs until only one remains.

This Weekend’s Match Schedule

All matches will be broadcast live on twitch.tv/starcraft. Matches are Best of 5, except for the finals, which are Best of 7. The European Challenger Playoffs and Finals take place Saturday, May 12th, starting at 5:00 AM PDT (2 PM CEST). The North American Challenger Playoffs and Finals take place Sunday, May 13th, starting at 11:00 AM PDT (8:00 PM CEST).

Where To Watch


Helpful Links

Matt Sherman commented on Patch 1.21.5
Greetings Cerebrates, Commanders, and Executors,

We have just deployed maintenance patch 1.21.5 4037 that will help us supplement our efforts to fix matchmaking re-queues. Additionally emotes will now be ignored with /ignore and /squelch.

Once again, thank you for your continued support as we march towards Patch 1.22.0


Classic Games.
Hey gang!

So the StarCraft world is abuzz after some videos showing the Arbiter "total recall", and some people are keen to get our read on the situation, so here's what we think:

What took you guys so long?

Given the current trajectory, we estimate all features of StarCraft will be discovered by the year 2114 (although we expect the final 7 discoveries will be made by super intelligent AI).

OK, OK, more seriously:

Speaking from the dev team's perspective, this is our view at this time:
  • Since its release, a fine line has existed in BW between exploits and glitches. Some glitches we all accept and they become a part of the core experience. Indeed, you could argue that these glitches define SC. Others become exploits and they are banned from tournaments.
  • It can take time (sometimes years) to truly understand whether something is a glitch or an exploit - and ultimately that decision needs to be made by the entire community.
  • We've undertaken to largely take a "hands off" approach to the gameplay of SC.

With all of the above in mind, we see no reason to take immediate action on this issue. It will of course be a decision that individual tournament organizers make as to whether it's permissible in that particular tournament.

From a personal perspective, I think it's amazing that a video game 20 years on can still deliver these kinds of exciting discoveries! StarCraft truly is the game that keeps on giving. Bring on the next 20 years of StarCraft!
05/05/2018 09:59 AMPosted by Viper I'm getting this Error 3:33 The Game is Invalid when I play any of my old saved games in Windows 8, but when I open these games in Windows 7 everything works just fine. It's very convenient being able to save a game, especially if you are playing one on one with a friend online. What's going on? Or is this problem STILL being looked into? Have a lot of friends who do this, we are very disappointed. LOve the new look and play when it works, come on guys.......


Can you please email the save game you are trying to load and i will have a look newclassic@blizzard.com
Mark Chandler commented on Explaining Bonjour
05/04/2018 07:37 PMPosted by Templarfreak I personally don't have much of a problem with Bonjour, worst comes to worst you can just close it with Task Manager.

I do think it absolutely should not be persistent once StarCraft is closed, though. That just feels unsafe and malicious, to me. But I have no solution for that which wouldn't mess with people already running it on their own.

I will get QA to verify that if SCR starts bonjour it should also stop it on exit.
Grant Davies commented on Patch 1.21.5
We believe the intermittent issue with the ranked button being disabled in Korea is now resolved.
Mark Chandler commented on Patch 1.21.5
It looks like a common third party launcher is breaking the in game UI.

I would recommend not using external launchers with StarCraft Remastered.
Matt Sherman commented on Patch 1.21.5
Greetings Cerebrates, Commanders, and Executors,

We have just deployed maintenance patch (4012). This will help us narrow down the root cause for folks experiencing the matchmaking failure “"An error occurred while trying to find a match".

Thank you
Hey everyone,

We appreciate the continued feedback and discussion. After reviewing the most recent round and observing more high-level play, we feel good about continuing with our plans to reduce Anti-Armor Missile’s late-game strength and improve Terran‘s mid-game strength in the TvP matchup.

  • Raven’s Anti-Armor Missile base damage reduced from 30 to 15.

We considered different options for rebalancing the Anti-Armor Missile, but we settled on damage reduction. This change decreases its late-game damage potential while minimally affecting utility in the mid-game, where it can still be used as a reliable source of armor reduction. Another popular suggestion that we considered was to reduce the speed or acceleration of the missile in order to promote more counter-play via splitting. While we felt this change would have similar effects in the late-game, we thought this would be too much of a hit to its mid-game strength, when more manageable armies allow for easier splitting.

  • Viking health increased from 125 to 135.

We realize Terrans will take a hit to their late-game strength due to the Anti-Armor Missile change, so we feel this is a good time to provide a buff to the Viking. We will be increasing Viking health to increase its survivability, specifically against area-of-effect abilities like Psionic Storm and Parasitic Bomb, which are commonly used in the late game. In addition, this buff will aid Terrans against Colossi, a unit that has become more popular in TvP over the last few months. This buff doesn’t fully offset the Anti-Armor Missile nerf in the extreme late game, but as we mentioned in the last community update, we’d like to focus more on how Terran’s mid-game power scales into the late-game, which will hopefully grant Terrans with more control over that transition.

  • Marauder’s number of attacks reduced from 2 to 1.
  • Damage increased from 5 (10 vs Armored) per attack to 10 (20 vs Armored).
  • Weapon upgrades give +1 (+2 vs armored) per infantry upgrade, changed from +1 (+1 vs armored) per shot.

Near the end of Heart of the Swarm, Zerg players would struggle when transitioning from Ling/Bane/Muta compositions to Ultralisks because of how effective Marauders were as a counter. At the beginning of Legacy of the Void, we split the Marauder’s attack into two separate shots to encourage Terran players to transition to more specialized units against Hive tech. Throughout LotV, a popular suggestion has been to revert this change because it also had the side effect of reducing the lethality of the Terran army in the mid game against Protoss. We believe this is a good time to do so, since we’re now less worried about strength of Marauders in TvZ. For one, Ultralisks now have one additional starting armor and are thus more resistant to both Marine and Marauder attacks. In addition, Zerg is now less reliant on Ultralisks to stabilize in the late-game, as Hydralisks, Vipers, and Brood Lords are now frequently used for transitioning. As for TvP, we believe this change will improve Terran’s ability to apply more consistent pressure during the mid game. This change will be particularly noticeable against Light Protoss units (Zealots, Adepts) when the Terran is behind in upgrades.

  • Raven’s Auto-Turret cast range increased from 1 to 2.

When we reintroduced the Raven’s Auto-Turret ability, we reduced the cast range from 3 to 1 in order to provide more of an opportunity for counter-play against Auto-Turret harass. Our feeling now is that we may have reduced the range too much—Auto-Turrets just aren’t being used much for harass. In addition, this cast-range increase allows Ravens to place Turrets out of range of anti-air static defenses, which slightly helps when attempting to break stalemates in the late-game.

Our current plan is to release this balance update, along with the new ladder season, on May 15, but this is subject to change. As always, thank you for your continued feedback and let us know what you think!
Mark Chandler commented on Explaining Bonjour
The reason why SCR uses Bonjour is that it solves LAN service discovery on both mac and windows (Use it for LAN game advertisements and LAN players) and also supports UPNP to allow automatic port forwarding (hence why you are asked to install it for Battle.net play).

Both are hard problems to do right and apple has already solved them.
Grant Davies commented on Patch 1.21.5
BWAPI is certainly still on the roadmap - it's something we're certainly eager to get working in SCR. It just hasn't been as high priority as some of the other items - but we're hoping to get someone onto it soon.
Matt Sherman commented on Patch 1.21.5
Greetings Cerebrates, Commanders, and Executors,

We have just deployed maintenance (3980) for patch 1.21.5.

Issues addressed:
-Crash occurring on startup in IGRs
-Optimizations for updated channel player limits.

There will most likely be a few more maintenance patches like this as we make our way towards patch 1.22.0.

Mark Chandler commented on Error 6:9
Error 6:9 is failed to connect. I can see no server logs from your IP address so it looks like you are on a restricted internet or a network which intercepts https traffic.