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Patch 1.4 PTR Notes (updated 9/8) - Page 105

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
epoc
Profile Joined December 2010
Finland1190 Posts
August 25 2011 09:36 GMT
#2081
On August 25 2011 18:28 JayJay_90 wrote:
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 .


Huh? What? Zerg op? Damn I'm in some alternative reality
phrenzy
Profile Joined October 2010
United Kingdom478 Posts
August 25 2011 09:37 GMT
#2082
On August 25 2011 18:28 escruting wrote:
Maybe now that they gave some love to the Tier 3 of Zerg, maybe (and i say maybe) we can see a buff for the carriers.


Are you serious lol. The build time of the ultralisk is the only buff to tier 3. And last time i checked they weren't so good against terran (marines, marauders ...pick your unit) or protoss (almost every unit toss has does plus bonus damage to armored)

If your saying well yeah but if you have 8 or 9 of them.... then i would say that your are either playing really bad or have a massive lead if you can afford that many ultras.
Gesperrt
Profile Joined February 2011
Germany417 Posts
August 25 2011 09:37 GMT
#2083
i hope we see more warp prism action now
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
August 25 2011 09:38 GMT
#2084
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...

2 rax doesn't kill zergs anymore, but it can cripple them if they overreact. It is just a good trick toi have. The barracks change is probably Blizzard doing small things to the game. It won't change anything at all.
I had a good night of sleep.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-08-25 09:40:19
August 25 2011 09:38 GMT
#2085
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

Sorry, but your wordy analysis is completely moronic. I'm not claiming that the infestor is balanced, OP, or UP. All I'm saying is that you're portraying yourself as a biased noob who plays in like low masters or something and is laying down the assertion-hammer.
enecateReAP
Profile Joined June 2011
United Kingdom378 Posts
August 25 2011 09:38 GMT
#2086
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.

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.


11-11 is too strong, I believe that is why the barracks will take longer.
And no, blue flame was just too strong vs worker lines in all matchups.
And I don't think the immortal change is huge at all, immortals are still preety bad.

I think you're being a bit too 'knne jerk' yourself, youre being biast.
"Stargate units imba" - oGsMC
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
August 25 2011 09:38 GMT
#2087
On August 25 2011 18:11 Zdrastochye wrote:
I have no idea why people don't understand the rax changes. Terran is winning in both ZvT and ZvP, if it means one less win in 1000 games played it's helping to realign the balance between races.


Nobody wins in ZvP
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Roofies811
Profile Joined August 2011
Italy17 Posts
August 25 2011 09:38 GMT
#2088
The blue flame nerf is nonsense.
I think that nerfing hellions is not a bad idea, but that nerf is just stupid.
With the old blue flame hellion you just needed 2 hellions to one-shot drones. Now, with this nerf, you need 3.
The thing is that even 3 red flame hellion one-shot drones, so why should I spend 150 150 and research blue flame? To one-shot ling with 2 hellions instead of 3? No thanks, not worth the cost at all, just remove the blue flame at this point, it became useless just like reapers.
Playerone111
Profile Joined January 2011
39 Posts
Last Edited: 2011-08-25 09:40:46
August 25 2011 09:38 GMT
#2089
On August 25 2011 18:36 arbitrageur 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.


No. What you said is factually incorrect.

idd, 2 rax is very strong agressive opening, if zerg is not careful he may lose game instantly, with terran losing only mining time with 3-4 scvs MAX, if terran sees that for example zerg went for osme kind of 14/14 pool/gas he can easily take an expansion, this build would be my very favourite if i was playing terran


/E The immortal change is more about immortals being stuck behind stalkers, how many times have you seen your immortal struggling to get into fight, but he'd rather dance behind wall of stalkers, we can see that often times even on really high high level, even code a/s tbh
Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 25 2011 09:39 GMT
#2090
It said that guardian shield now works vs colossi and siege tanks. Does this help vs 1-1-1 and colossus wars in pvp?
tztztz
Profile Joined March 2011
Germany314 Posts
August 25 2011 09:39 GMT
#2091
On August 25 2011 18:29 proot wrote:

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.


this. just make is hellions 75/25 and the upgrade 200/200 und everyone would be happy. no need to make everything less powerful, it makes the game less exiting, from a spectator view
GGPope
Profile Joined February 2011
Australia367 Posts
Last Edited: 2011-08-25 09:40:28
August 25 2011 09:39 GMT
#2092
I like pretty much all of these changes, as a terran. I don't think the hellion nerf will make much difference towards the units actual usefulness as a combat/map control unit, and it will still be an extremely cost efficient harass unit, although I don't really think it was imbalanced in the first place to be completely honest.

The warp prism is ridiculously good already; I think this buff will encourage people to use it and then it may need a portion of its fragility returned considering it's so freaking fast.

I think Fungal Growth is still too much of just a DPS ability, it's a shame what its turned into, but this slight nerf is probably deserved.

Ramp change is good, barracks change is questionable; I think the terran early-game was already nerfed half to death with reaper rushes and the supply depot change so this addition of five seconds is just making early-game vs terran safer and safer, which is an interesting design choice.

Really it's mostly good stuff, good patch in general even though I don't really understand the barracks/blink change.. Looking forward to see some more Raven and Prism use
VoO
Profile Blog Joined June 2011
Germany278 Posts
August 25 2011 09:39 GMT
#2093
On August 25 2011 18:34 Cosmos wrote:
Barracks build time is SUCH A JOKE...

-Xel'naga cavern
-pylon on lwoground
-double gate on highground
-profit.


Scout, take 4 workers, destroy pylon, Protoss lost 100 minerals and supply.
♥ 김택용 ♥Casual Dwarf Fortress Progamer
Hristiyan
Profile Joined May 2011
99 Posts
Last Edited: 2011-08-25 09:41:09
August 25 2011 09:40 GMT
#2094

When will be the next State of the game ? I want to see idra comment on the blaance changes


untilMay
Profile Joined May 2011
Korea (South)190 Posts
August 25 2011 09:41 GMT
#2095
I like how some people are acting like this is what we are going to be seeing on the Patch Notes screen when patch hits. This will be getting tested, regardless if blizzard is hard headed or not, and if Terran takes a huge nose-dive when it comes to W:L Ratio because of 5 seconds on barracks then they wont keep it. I think it has the potential for some build order choices (when it comes to the 15th SCV or the Orbital faster). This is coming from a Terran player.
MKP/Bisu/BoxeR/HuK/Everyone else in Prime.WE/Day9 <3 :: /人 ◕ ‿‿ ◕人\ モアンイングェスクエ!
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 25 2011 09:41 GMT
#2096
First: OMG blizzard needs to make smaller changes, this will go way overboard
anno august 2011 blizzard does make small changes: haha wtf is this good for, it won't change ANYTHING
no dude, the question
Playerone111
Profile Joined January 2011
39 Posts
August 25 2011 09:41 GMT
#2097
On August 25 2011 18:40 Hristiyan wrote:


When will be the next State of the game ? I want to see idra comment ot his.

qq infestor nerf qq protoss buff qq terran hidden buff
VoO
Profile Blog Joined June 2011
Germany278 Posts
Last Edited: 2011-08-25 09:42:33
August 25 2011 09:41 GMT
#2098
The patch is really good, all changes are interesting and necessary. That's my opinion as platinum/diamond Protoss/Terran. Though I agree, change should come in smaller steps.
♥ 김택용 ♥Casual Dwarf Fortress Progamer
hugman
Profile Joined June 2009
Sweden4644 Posts
August 25 2011 09:41 GMT
#2099
On August 25 2011 10:39 TERRANLOL wrote:
Show nested quote +
On August 25 2011 10:38 LorDo wrote:
On August 25 2011 10:30 R3m3mb3rM3 wrote:
holy fuck immortals will be pain to deal now with roaches t.t except for that i really like the patch

question
is 40 fungal damage vs massive more or less then before?


Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

36 * 1,3 = 46,8. So less.


Lol. I think that's just wrong. I'm sure they made it 30% because it wouldn't round to a number. 30% was because it probably scaled based on unit health

No? What are you talking about?
Talho
Profile Joined August 2010
Belgium592 Posts
Last Edited: 2011-08-25 09:42:30
August 25 2011 09:41 GMT
#2100


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

--> second blink wouldnt help because of fungal


what ?

36 + 30% = 46,8

patch : 40vs Armored

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