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Patch 1.4 PTR Notes (updated 9/8) - Page 11

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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
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
August 25 2011 01:30 GMT
#201
I expect at least 2 more changes to the bunker before the PTR is done.
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 25 2011 01:30 GMT
#202
On August 25 2011 10:14 awu25 wrote:
Thoughts:
Looks like hellions won't be so popular anymore
Interesting contaminate change, didn't think many people used it, let alone thought it needed a change.

People not using it is the justification for change!
Absence of evidence is not evidence of absence.
XazXio
Profile Blog Joined April 2010
United States356 Posts
August 25 2011 01:30 GMT
#203
Hellions are still going to be effective and will still be used if terran still runs 4 hellions into the zergs main and they have blue flame, they are still going to kill a fuck load of drones. however vs like lings ect. they are going to not be as effective.
How does food become poo?
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 25 2011 01:30 GMT
#204
And yet, they still can't let us watch replays with friends..
Jaedong <3 HOOK'EM HORNS!
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 25 2011 01:30 GMT
#205
as a toss player I don't think this patch will do much for the Protoss matchups.
It will make Immortals a little less terrible and the problem with infestors in PvZ isn't their damage, the problem is u researched charge and blink for ur units but u aren't able to use them.

Atleast there's some nice changes.
BatCat
Profile Blog Joined November 2010
Austria630 Posts
August 25 2011 01:30 GMT
#206
I really like this patch. The barracks nerf is understandable and perfectly fine. The Seeker Missile change is awesome <33
I would have liked them to slightly increase Hellion base damage, but it's fine that way too.

I think the Ultralisk change is really good, the Immortal change could prove tricky :p
¯\_(ツ)_/¯
R3m3mb3rM3
Profile Joined September 2010
Germany954 Posts
August 25 2011 01:30 GMT
#207
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?
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 25 2011 01:30 GMT
#208
Even with contaminate energy increase, I think mass contaminate is even more viable. You'll have a lot cheaper overseers and massing them's so much easier.
bwally
Profile Joined December 2010
United States670 Posts
August 25 2011 01:30 GMT
#209
On August 25 2011 10:29 Epigon wrote:
Show nested quote +
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.


That's a game changer right there!


this should show effective apm as long as no other spam methods can be used.
Utinni
Profile Joined November 2010
Canada1196 Posts
August 25 2011 01:30 GMT
#210
On August 25 2011 10:27 cHaNg-sTa wrote:
As cool as the patch sounds, I hope they don't take "complaints" too far and just constantly nerf the meta-game in the future even if they meta-game is fine down the road.

2 more expansions coming out, meta game has a long road before it settles.
“... you don’t have to be Sun freakin Tzu to know that real fighting isn’t about killing or even hurting the other guy, it’s about scaring him enough to call it a day.” - Max Brooks: World War Z
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
August 25 2011 01:30 GMT
#211
looks good, we'll see how the infestor change plays into the game. Overseer is good, but I think 100 energy is fine for contaminate.
@ostojiy
ishkabibble
Profile Joined December 2010
Canada161 Posts
August 25 2011 01:30 GMT
#212
What a great patch, first time in a while. Small infestor nerf should help, warp prism buff, slow blink stalkers should help PvP and PvZ, overseers aren't as useless, seeker missiles might be good now, immortals won't get stuck behind stalkers as much and will outrange marines, ultras will be easier lategame, and barracks now have the same build time as spawning pools and gateways. Grats blizzard, loving the patch.
KingFranX
Profile Joined August 2011
Canada26 Posts
August 25 2011 01:31 GMT
#213
I would have liked to have seen a increase in research time or something instead of a flat out nerf because hellions really aren't that strong after the early game..
Everything went better then exception
KazeHydra
Profile Blog Joined August 2010
Japan2788 Posts
August 25 2011 01:31 GMT
#214
wow toss just got a pretty big robo buff. Should be interesting and change even PvP (coupled with vision change). I've always felt blink research was a little fast, but is this nerf really needed? I find it funny that blue flame had to be nerfed because it gained popularity. I've hated blue flames since beta; this should stop mineral lines from being roasted too quickly.
"Because I know this promise that won’t disappear will turn even a cause of tears into strength. You taught me that if I can believe, there is nothing that cannot come true." - Nana Mizuki (Yakusoku) 17:36 ils kaze got me into nana 17:36 ils by his blog
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 25 2011 01:31 GMT
#215
On August 25 2011 10:28 Goldfish wrote:
Show nested quote +
On August 25 2011 10:26 Velladin wrote:
What is the point of getting Infernal Preigniter now? The spell is so expensive for 5 extra damage.


It allows you to two shot drones/zerglings (and workers besides SCVs) instead of three shot like it does previously.

16 + 5 = 21. So that means 42 damage in two shots (enough to kill drones, probes, and lings in two shots).

This means it will be less effective against Zealots, Hydralisk, Marines, and SCVs but still against lings and workers besides terran.

Most noticeably it'll change hellions in TvT quite a bit. SCVs and Marines now need to be 3 shot instead of 2 even with Blue Flame.

However take into accounting Medivac heals, Blue Flame will still help so it's not entirely useless in TvT.

hellions do 14+5 right? That's only a 2 shot on zerglings.
I put the sexy in dyslexia.
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
August 25 2011 01:31 GMT
#216
On August 25 2011 10:31 KingFranX wrote:
I would have liked to have seen a increase in research time or something instead of a flat out nerf because hellions really aren't that strong after the early game..


What?

The constant threat of losing an entire mineral line in 1.5 seconds is strong from minute 1 to minute mined-out.
leperphilliac
Profile Blog Joined September 2010
United States399 Posts
August 25 2011 01:31 GMT
#217
I think the barracks change was to help zergs against two rax bunkers rather thAn 1/1/1...
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
August 25 2011 01:31 GMT
#218
David some did it finally.
I'm an old man now
-Strider-
Profile Blog Joined October 2010
Mexico1605 Posts
August 25 2011 01:31 GMT
#219
So, is BFH gonna be a viable upgrade?
What is up? IM NESTEAAAA!
Legend`
Profile Joined April 2011
Canada381 Posts
August 25 2011 01:32 GMT
#220
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?


Less. originally used to be 45.
NME.352 GM NA Protoss
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