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Patch 1.4 PTR Notes (updated 9/8) - Page 104

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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
JayJay_90
Profile Joined October 2010
Germany1632 Posts
August 25 2011 09:28 GMT
#2061
The patch seems pretty good imo, but i think Zerg might not have been nerfed enough and especially ZvP is probably imbalanced.
Also 1-1-1 allin TvP hasn't been touched .
Nocteo
Profile Joined December 2010
Belgium799 Posts
August 25 2011 09:29 GMT
#2062
On August 25 2011 18:22 phrenzy wrote:
So it will take 4 fungals to kill a viking now? Great :/


Which is fine really, instead make a couple of corruptors to protect broodlords.
proot
Profile Joined June 2004
United States126 Posts
August 25 2011 09:29 GMT
#2063
The terran nerfs simply feel like poorly thought out knee jerk reactions. The barracks one in particular seems really weird because, before this, the rax finished right as the 15th scv finished for an orbital. Now it'll be some strange timing where the 16th scv is halfway done, or you have a delayed scv for a faster orbital. Zealot proxys are going to be very micro intensive to deal with, seeing you'll have one marine vs the zealot when it hits. I simply can't find a good reason for this change.

BFH is fine...I guess? There's no real point in getting the blue flame now unless you want to roast lings, but it'll be more practical to just gain map control via red flames. They could have approached it another way by compensating on the price at least.

As for the immortal change, that'll just bring back the ridiculous 3/4 gate robo pressures that were around in the beta where immortals took less time to build, considering range has much bigger balance implications. I really can't see it lasting too long even if it does make it through.
.
emsy
Profile Joined May 2011
Australia34 Posts
August 25 2011 09:30 GMT
#2064
Immortal range has always been a bit scarce, buff will be good. Mothership's increase in speed will hopefully encourage more people to use it, ever since the archon toilet nerf. Agree with the blink increase of time, especially with P having chrono so it'll be fine. Warp-prisms should be more widely used/experimented with, it's like a nydus or medivac.

Also loving the Bnet privacy changes.

I suppose the ultra decrease in time is to compensate for the infestor changes. But infestors still do substancial damage...
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 09:31 GMT
#2065
On August 25 2011 18:29 proot wrote:
The terran nerfs simply feel like poorly thought out knee jerk reactions. The barracks one in particular seems really weird because, before this, the rax finished right as the 15th scv finished for an orbital.


Bohoo cry me a river, protoss has to cut probes to get a 9 pylon right at the beginning of the game.
"You see....YOU SEE..." © 2010 Sen
Mandalor
Profile Blog Joined February 2003
Germany2362 Posts
Last Edited: 2011-08-25 09:33:38
August 25 2011 09:31 GMT
#2066
On August 25 2011 18:23 ProxySilmaril wrote:
Patch seems ok, but the Infestor problem isn`t solved, it gets more worse!
For example, if protoss has a army of Voids+colossus+stalker without blink and the Zerg has Infestor+mass ling + broodlords, then it is a def loss for Protoss, when he get fungaled. The Voids will be down even faster and the stalker couldnt come to the broods, also with blink they couldnt, because of fungal! so after voids are down, the broods have free way!!!!

So solution for Infestor would be: - fungal should only slow
- fungal have to cost more energie (is justiefied, because blink needs more time anyway)
- and maybe remove pathogen glands


Nothing you said makes sense (and I'm a protoss player). Why would it be worse? Fungal is weaker now, voids will not be down faster. And why would you not research blink for the late game now? If the zerg has brood lords (which usually come late late late game), you had plenty of time to research blink.
Again, nothing you just said makes any sense at all.

On August 25 2011 18:29 proot wrote:
The terran nerfs simply feel like poorly thought out knee jerk reactions. The barracks one in particular seems really weird because, before this, the rax finished right as the 15th scv finished for an orbital. Now it'll be some strange timing where the 16th scv is halfway done, or you have a delayed scv for a faster orbital. Zealot proxys are going to be very micro intensive to deal with, seeing you'll have one marine vs the zealot when it hits. I simply can't find a good reason for this change.


you know you can just wallin, right? that kinda negates zealot pressure.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
August 25 2011 09:32 GMT
#2067
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.

Protoss got tools. Now it's Protoss's job to make them work.

Notably, Robo is now a lot better at early pressure against a walled-in Terran...

On August 25 2011 18:27 sleepingdog wrote:
Show nested quote +
On August 25 2011 18:23 AntiGrav1ty wrote:
On August 25 2011 18:17 Geisterkarle wrote:
On August 25 2011 18:10 Brainiac wrote:
On August 25 2011 18:08 ProxyKnoxy wrote:
On August 25 2011 18:05 Brainiac wrote:
On August 25 2011 18:01 Tristy wrote:
On August 25 2011 18:00 Snowbear wrote:
On August 25 2011 18:00 Brainiac wrote:
Blizzard keeps fixing terran leaving them less and less options early game. I wonder when they are gonna fix the real problem - late game.


Indeed. Terran lategame is HORRIBLE, yet there are 0 fixes.

So I take it you ignored the HUUGE HSM buff then? that will be amazing for lategame.


Dude, the problem is obviosly not some flashy HSM which is useless, but terran macro machanics. Protoss can insta warp xx units + can chrono gates, zergs can spawn xx units from larva, terran doesn't such things. That's why they just can't keep up late game.


Make more rax. The cooldown on warpgate means it should be around the same production wise.



LOL. You forget the fact that after max/max situation toss can insta warp 30 units into a battlefield (proxy pylons) while terran still has to wait for units to be trained. Please, don't make ignorant statements like "make moar rax", it's so stupid.

Actually, if you are T and 200 and about to engage a battle, just fill the production line before and the units will pop out while you can concentrate on the battle and micro like hell ... while the protoss player has to click for every unit he wants to produce and while he is doing this can't control his army reasonably! In this the Zerg is probably the worst!


You cannot queue up new units when you are already at 200/200. You would have to make 5 queue lines before you are maxed in every production facility and if you can do that then frankly your macro just blows...


I don't really know why we are discussing this, but you should be able to macro while being in a battle.
The protoss can not because this would require him to leave the screen. Even with the insta-warp, terrans shouldn't be "too" far behind.

Terran can also 'overmax' beforehand by replacing some SCVs with OCs. Every race has useful tricks.
My strategy is to fork people.
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2011-08-25 09:32:34
August 25 2011 09:32 GMT
#2068
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
SamsLiST
Profile Joined May 2011
Germany184 Posts
August 25 2011 09:33 GMT
#2069
to sad I have no US acc anymore

I go freeze myself for 2 weeks now,...cya
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 25 2011 09:33 GMT
#2070
On August 25 2011 18:32 Macpo wrote:
Show nested quote +
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...


2rax vs a fast expanding zerg is not working. Good zergs just piss on it.
Glacial
Profile Joined February 2011
United Kingdom124 Posts
August 25 2011 09:33 GMT
#2071
I'm in two minds about the Protoss changes, I love the Immortal buff and the reduction in sight up a ramp, but am not sure about the potential implications for Twilight PvP with the 30 second addition to blink research. I guess it is just to address the blink-stalker all-in timing?

Just wouldn't want PvP to be dominated by Collossi wars with robo tech looking so much safer now.
Cosmos
Profile Joined March 2010
Belgium1077 Posts
August 25 2011 09:34 GMT
#2072
Barracks build time is SUCH A JOKE...

-Xel'naga cavern
-pylon on lwoground
-double gate on highground
-profit.
http://www.twitch.tv/becosmos
Speight
Profile Joined August 2010
Australia152 Posts
August 25 2011 09:35 GMT
#2073
"Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes."

Consider the game fixed.
Playerone111
Profile Joined January 2011
39 Posts
August 25 2011 09:35 GMT
#2074
On August 25 2011 18:33 Snowbear wrote:
Show nested quote +
On August 25 2011 18:32 Macpo wrote:
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...


2rax vs a fast expanding zerg is not working. Good zergs just piss on it.

Like Nestea yday ?
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 09:35 GMT
#2075
I'm just stoked the mothership can move again!!
Also confused about the rax change.. TvP against proxy will be silly hard to defend.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 25 2011 09:35 GMT
#2076
On August 25 2011 18:35 Playerone111 wrote:
Show nested quote +
On August 25 2011 18:33 Snowbear wrote:
On August 25 2011 18:32 Macpo wrote:
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...


2rax vs a fast expanding zerg is not working. Good zergs just piss on it.

Like Nestea yday ?

Like every high master Z
Medrea
Profile Joined May 2011
10003 Posts
August 25 2011 09:36 GMT
#2077
Wow warp prisms!

I was suggested making it 60 shields. I think 100 shields is too much.
twitch.tv/medrea
Benga
Profile Joined October 2010
Korea (South)471 Posts
Last Edited: 2011-08-25 09:37:15
August 25 2011 09:36 GMT
#2078
edtt
hi
ProxySilmaril
Profile Joined June 2011
81 Posts
August 25 2011 09:36 GMT
#2079
[QUOTE]On August 25 2011 18:31 Mandalor wrote:
[QUOTE]On August 25 2011 18:23 ProxySilmaril wrote:
Patch seems ok, but the Infestor problem isn`t solved, it gets more worse!
For example, if protoss has a army of Voids+colossus+stalker without blink and the Zerg has Infestor+mass ling + broodlords, then it is a def loss for Protoss, when he get fungaled. The Voids will be down even faster and the stalker couldnt come to the broods, also with blink they couldnt, because of fungal! so after voids are down, the broods have free way!!!!

So solution for Infestor would be: - fungal should only slow
- fungal have to cost more energie (is justiefied, because blink needs more time anyway)
- and maybe remove pathogen glands[/QUOTE]

Nothing you said makes sense (and I'm a protoss player). Why would it be worse? Fungal is weaker now, voids will not be down faster. And why would you not research blink for the late game now? If the zerg has brood lords (which usually come late late late game), you had plenty of time to research blink.
Again, nothing you just said makes any sense at all.

[QUOTE]On August 25 2011 18:29 proot wrote:


-->first, voids go down faster becuase they are armored [url=http://wiki.teamliquid.net/starcraft2/Void_Ray]http://wiki.teamliquid.net/starcraft2/Void_Ray[/url]
(Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).)

--> second blink wouldnt help because of fungal
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 09:36 GMT
#2080
On August 25 2011 18:33 Snowbear wrote:
Show nested quote +
On August 25 2011 18:32 Macpo wrote:
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...


2rax vs a fast expanding zerg is not working. Good zergs just piss on it.


No. What you said is factually incorrect.
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