first I want to say I am looking forward to this patch. I will have to play it to give full feed back.
Armor 1 400 minerals is ridicoulus, at least nerf infestor attack range by 2 and reduce their move speed off creep by at least 0.5!!!!! Infestor rush is already pretty potent at cheesing out the 2 strongest terrans. (looking at you, Najdorf)
Buffing big spines, even if perhaps necessarry (for me they've been fine the way the are), discourages terrans from pushing, and rather resort to camping. This is bad^^.
Tankling... xd... 10-15 dmg? Primals have 11, ultra have 16. What. In. The. Actual. ****. I'm not explaining why this is ridiculous, you can figure out that one yourself!
The only zerg game I lost this patch was to ion!!!!! I won games with roaches, primals, ultras and brutas used, roach is the strongest (which is ridiculous, it's an A2 unit that is only 7 supply). Yet roach goes unchecked again, because community is still whining xd(they really think roach is bad, when really it is still the best xD). Ion / energy support for marines is probably way better than tank, unless tank is OP, in which case...
Just realise it already, you cannot give terran 2323978606204304897456349 tools, it will be impossible for zerg to do ****. Yard can already produce gas, it's called "converter" and has been in the game forever! I'm even questioning terran's ability to win with ion sometimes. (of course if ion is removed, some stuff like mass hydra and mass infestor is something that has to be limited^^)
Middle is unchanged, so sides will use low ground yard I guess, and middle still **** over by map design. Perfect, that's what we need, inequality based on spawn position. Let's camp for those yard upgrades, while middle just cries. (had someone call me the n-word and rq the game, because I was building my cow economy and not pushing at 10min. Finished the game with vets, despite that sucker leaving).
The firebat change is okay-ish, 500 HP will definetely be a massive tank, if it's added, we will see whether or not it is OP. The hydra change might be fine, though I don't think 7 range hydras will be too useful at stopping a competent terran, but it could be fine to add. Armor 1 change might be okay if infestor is nerfed (attack range, movespeed off-creep). All other changes are bad and the majority of them encourages camping. Bunker is still too strong (at least strong enough) in current patch, DON'T buff it.
I do think the armor 1 drop to 400 is pretty bad, maybe 600 at most. 400 lets people pretty much get earlier infestors and really just mess with terrans who really cant stop them early.
Big spines did need a buff as pretty much anything besides reapers and fire bats could just walk over them. This damage buff will make T1 pushes pretty useless and force people to tech up more than just T1 pushes. Which will give zerg time to eco or get other units to stop terrans.
On tanklings 10-15 damage, that would be vs structure and not vs units. He mentioned several times that it was to turn tanklings into something useful to break turtles earlier rather than being forced to move focus because a terran has fully walled off its no longer efficient to target him.
I will say, if you play with other great zerg then you can win 90% of random lobbies as then are filled with noobs who dont fully understand the game
Also, converters dont "produce" gas they consume minerals to turn into gas. Not really producing since its a 2-1 trade as well.
I do agree middle needs a redesign to be more like sides as middle is really easy for zerg to break and hard for terrans to hold all of it.
I do agree with adam on the firebat hp upgrade, its quite the amount. 500 seems like it might be a little high.