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Patch 1.4 PTR Notes (updated 9/8) - Page 101

Forum Index > Closed
9040 CommentsPost a Reply
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Kilgort
Profile Joined July 2010
Ukraine41 Posts
August 25 2011 09:12 GMT
#2001
Nice patch, but they again forgot about hydra!
Genovi
Profile Joined May 2010
Sweden388 Posts
August 25 2011 09:12 GMT
#2002
Definately interesting changes. The pre-igniter nerf coupled with barracks build time will definatly make zergs feel a bit safer agaisnt t in the early game while the infestor nerf will make t stronger lategame vs z.
We fucking lost team - RTZ
namste
Profile Joined October 2010
Finland2292 Posts
August 25 2011 09:12 GMT
#2003
Fuck yeah, 15 hatch against T every single game now! =D
IM hwaitiing ~ IMMvp #1 | Bang Min Ah <3<3
ScrubS
Profile Joined September 2010
Netherlands436 Posts
August 25 2011 09:12 GMT
#2004
most things seem pretty nice changes, but I am afraid there are a little too many changes at the same time, i would rather see Blizzard patch more frequently wiht less changes.
blowfish
Profile Joined October 2010
Austria238 Posts
Last Edited: 2011-08-25 09:18:53
August 25 2011 09:12 GMT
#2005
I do like the change in generall, but I am not sure if the blink nerf was really necessary, because the main problem with blink were the 7 gate blink timing vs zerg - which most zerg had figured out by the point or is already holdable if the zerg anticipates it.
Whitera will be 100 percent stronger after his special tactics getting buffed so hard - I am really looking forward seeing his drop play
Defrag
Profile Joined February 2010
Poland414 Posts
August 25 2011 09:13 GMT
#2006
No hydra change, again Q_Q
Rataplan
Profile Joined April 2011
Netherlands109 Posts
August 25 2011 09:13 GMT
#2007
It looks like a great patch.
Although the time changes for Blink and Ultralisk looks like they are pretty big.

But we will see how it works out when the patch is live.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
August 25 2011 09:13 GMT
#2008
ah wow really good for protoss now it isnt a suicidelot. its half decent zealot, almost there blizzard.. almost there..
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SolidMoose
Profile Joined June 2011
United States1240 Posts
August 25 2011 09:14 GMT
#2009
To everyone saying fungal nerf helps marauders, you're forgetting marauders are going to be stimmed.
delchuu
Profile Joined April 2011
Germany166 Posts
August 25 2011 09:14 GMT
#2010
I'd wish they would maybe also change something about the Hydra's even if there movement speed is just slightly increased or something like that, then they can nerf something different on Zerg or so idk :s
Victory Loves Preparation
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 09:14 GMT
#2011
On August 25 2011 18:12 blowfish wrote:
I do like the change in generell, but I am not sure if the blink nerf was really necessary, because the main problem with blink where the 7 gate blink timing vs zerg - which most zerg had figured out by the point or is already holdable if the zerg anticipates it.
Whitra will be 100 percent stronger after his special tactics getting buffed so hard - I am really looking forwar seeing his drop play


7 gate blink has indeed been figured out - Ret vs Nani on shakuras is pretty much the best example. Take a super early third, produce nothing but drones and then roflstomp with pure roach as you'll have ~50 supply more.

The blink-change is the only thing I don't get at all. If anything, then lategame blink is too strong, but this didn't change at all...
"You see....YOU SEE..." © 2010 Sen
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
August 25 2011 09:15 GMT
#2012
On August 25 2011 18:14 SolidMoose wrote:
To everyone saying fungal nerf helps marauders, you're forgetting marauders are going to be stimmed.


You are also forgetting that with the reduced DPS, Fungal wont outdps the medivac heal anymore
Romanes eunt domus
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
August 25 2011 09:15 GMT
#2013
As a protoss I like the immortal range buff, wp should have been buffed long time ago, as for mothership, I don't think people will use it more.

However, how is this patch supposed to deal with 1-1-1 what is the main issue right now? Is range buff and 5s longer rax build time really enough? Some players started countering it with blink stalkers, what's not much possible with 30s longer research time.
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
August 25 2011 09:15 GMT
#2014
On August 25 2011 18:12 Kilgort wrote:
Nice patch, but they again forgot about hydra!

Nice patch, but they again forgot about carrier!
Inex
Profile Joined October 2010
Bulgaria443 Posts
August 25 2011 09:15 GMT
#2015
Increasing the acceleration speed of Momaship should be great in late game PvZ. Infestor nerf is also good news and would allow toss to put back some pressure early on, without the fear of roach/festor combo death. Blink nerf plus the ramp vision decrease, means that robo should be the most stable PvP opening. Immortal range increase is awesome and will be very useful in both PvP and PvZ. Rax build time increase will help zergs a bit against the two rax pressure, since sometimes it's way too good. Very good patch notes overall, let's hope it plays just as well. Great job Blizz.
SamsLiST
Profile Joined May 2011
Germany184 Posts
August 25 2011 09:15 GMT
#2016
[image loading]

User was warned for this post
covetousrat
Profile Joined October 2010
2109 Posts
August 25 2011 09:16 GMT
#2017
I cant wait to get my hands on those Immortals!! Mwahahahhaa
eltese
Profile Joined November 2010
Sweden369 Posts
August 25 2011 09:16 GMT
#2018
I like the changes tbh. Thnk they are all fair and well thought out. The only one i can't understand is the baracks change. Yeah the bunker rush is easy but so are alot of rushes and just as other kinds of rushes if you scout properly its far from impossible stopping it from doing harm.


And yeah Im a Z player :p
dooraven
Profile Joined December 2010
Australia2820 Posts
August 25 2011 09:16 GMT
#2019
On August 25 2011 18:15 ondik wrote:
As a protoss I like the immortal range buff, wp should have been buffed long time ago, as for mothership, I don't think people will use it more.

However, how is this patch supposed to deal with 1-1-1 what is the main issue right now? Is range buff and 5s longer rax build time really enough? Some players started countering it with blink stalkers, what's not much possible with 30s longer research time.


Sentry buff helps quite a bit I think
Go go Alliance.
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
August 25 2011 09:16 GMT
#2020
On August 25 2011 18:15 Joseph123 wrote:
Show nested quote +
On August 25 2011 18:12 Kilgort wrote:
Nice patch, but they again forgot about hydra!

Nice patch, but they again forgot about carrier!

Nice patch, but they forgot about giving only me an extra 4 workers at the start of the game!
Prev 1 99 100 101 102 103 453 Next
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