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Patch 1.4 PTR Notes (updated 9/8) - Page 111

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
peeeky
Profile Joined September 2010
Canada631 Posts
August 25 2011 10:18 GMT
#2201
Looks like a good patch so far, buffing some unused units. Perhaps we will get to see their full potential. Even as a Protoss player, I feel that the Hellion nerf is perhaps too severe, I like watching mech TvT .
Leporello
Profile Joined January 2011
United States2845 Posts
Last Edited: 2011-08-25 10:21:50
August 25 2011 10:19 GMT
#2202
I love the immortal range, 2gate robo is just going to stomp 4 gate that much easier. It'll help keep the immortal(s) out of stalker range.

My only worry is the infestor nerf. Not needed.
Big water
Evaner
Profile Joined January 2011
Italy94 Posts
August 25 2011 10:19 GMT
#2203
Lovely notes, really looking forward to the +5 secs building times on Barracks, can't wait to see the bunker rush gone.
VTJRaen
Profile Blog Joined July 2011
United Kingdom238 Posts
August 25 2011 10:20 GMT
#2204
Sad to see BFH beng nerfed, but ti just means I'll have to build six instead of four :D

Normally I don't hang on the PTR, and just wait to see what sticks, but this looks like it might be fun to see how Protoss feels with the Immortal change. Always been a fan of building Immortals, now could be my time!
Multiplay eSports Co-Ordinator
Akilleus
Profile Joined November 2010
Sweden82 Posts
August 25 2011 10:20 GMT
#2205
Best patch in a long time. I think all the changes are good. Maybe the infestor nerf could have waited a bit longer so the metagame would have a chance to adapt properly. Anyways, good job Blizz!
cronaldo5909
Profile Joined July 2011
Korea (South)15 Posts
August 25 2011 10:20 GMT
#2206
On August 25 2011 19:16 Evilmystic wrote:
Show nested quote +
On August 25 2011 19:13 cronaldo5909 wrote:
if they were gonna nerf helion dmg they should have reduced the igniter upgrade to 100/100 and maybe +5 is just stupid, +6 would have been fair.

and I dont understand the barracks nerf,

its gonna take longer than gateways since supply 30 + barracks 65 and pylon 25+ gateway 65...

i dont mind much about Z and P buffs and nerfs


+6 will be ridiculous, 2 hellions will still one shot probes 100% of time and drones if hit simultaneously. That would be like no nerf at all.



should then at least reduce the research cost for pre-igniter. with the case of drones and probes, with and without igniter is 3 shots or 1 shot with 3 helions.
mathemagician1986
Profile Joined February 2010
Germany549 Posts
August 25 2011 10:20 GMT
#2207
On August 25 2011 19:11 Artosis Mermaid wrote:
Fungal change = fine. Makes it easier to read, cleaner. The barracks time reduction was sorely needed, as Terran early game pressure is just way too easy and not at all hard to transition out of, not to mention the obvious power of Terran all-ins. I'm not sure why blue flame hellions were suddenly an issue, people figured they'd be the new reaper quite a while back. Immortal changes and blink stalker changes are whatever. It's gonna be slightly weird remembering new immortal range, and blink timings will be slightly more relaxed.

The Ultralisk buff is like making Terran Building Armor faster. Still ultimately useless. I'm happy for some HSM and potential Warp Prisms, but Ultras need more love.


i think the ultra buf is very useful. a big problem with ultras was that after trading your army for half a P's army, if you remax on ultras, the P just rolled you while single ultras kept trickling in, because they took so damn long to build. Faster build time makes remaxing on ultras much more viable. I agree though, their AI still sucks
Cosmos
Profile Joined March 2010
Belgium1077 Posts
August 25 2011 10:21 GMT
#2208
Btw rax build time + new drone way to attack + fact that SCV will now face the building when restarting to build it (means you can't "micro the scv around the building while constructing) = 2rax tvz seems dead. I don't have an issue with it but I really feel like the rax build time will be a huge problem against protoss proxy gate or zerg 6pool. (and I'm grandmaster).

Rest is all good, seek missile change won't change anything tho.
http://www.twitch.tv/becosmos
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 25 2011 10:22 GMT
#2209
Does anyone know wht the -1 range up cliffs actually does? Does it prevent warping past a forcefield on a ramp?
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-08-25 10:31:18
August 25 2011 10:23 GMT
#2210
Immortal
- Attack range increased from 5 to 6.
Barracks
- Build time increased from 60 to 65.

So that does this mean immortals will be better against 1/1/1 now, and also 1/1/1 will come 5 sec later?

Warp Prism
- Shields increased from 40 to 100.

Lots of protosses, including me, have asked about this. Nice.
Btw, why blink got nerfed? I don't think it's imbalanced.
MIKster
Profile Joined January 2011
Germany333 Posts
August 25 2011 10:23 GMT
#2211
Sweet! Immortals won't be standing in second row now and not be able to shoot any more. Because if you out them up fron roaches could focus them down to easily.
Munich StarCraft & BarCraft | www.munich-starcraft.de
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
August 25 2011 10:23 GMT
#2212
On August 25 2011 19:16 Evilmystic wrote:
Show nested quote +
On August 25 2011 19:13 cronaldo5909 wrote:
if they were gonna nerf helion dmg they should have reduced the igniter upgrade to 100/100 and maybe +5 is just stupid, +6 would have been fair.

and I dont understand the barracks nerf,

its gonna take longer than gateways since supply 30 + barracks 65 and pylon 25+ gateway 65...

i dont mind much about Z and P buffs and nerfs


+6 will be ridiculous, 2 hellions will still one shot probes 100% of time and drones if hit simultaneously. That would be like no nerf at all.


Weirdly, the +6 is actually a good idea. Getting +1 armor vs T is generally a good idea for your bio/ground, so before that upgrade goes off you can stil l2-shot. But once you get it, it reverts to 3 shots

Interesting idea
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
billybiber
Profile Joined August 2011
1 Post
August 25 2011 10:24 GMT
#2213
On August 25 2011 19:22 Zaros wrote:
Does anyone know wht the -1 range up cliffs actually does? Does it prevent warping past a forcefield on a ramp?


i really hope so. it willl be easier in pvp to stop an aggressive 4gate push
Bondator
Profile Joined September 2010
Finland120 Posts
August 25 2011 10:25 GMT
#2214
As a team player, I'm sad to see baneling-oneshotting-fungals gone. And 125 energy contaminates feels a bit much. Having, lets say 75 starting energy, would be nice imo.

But for the most part I like what I'm seeing. Still, I would love to see some official explanations to why specifically these changes were made. There were some last time too, so I'm hopeful.
http://eu.battle.net/sc2/en/profile/520440/1/Bondator/
Cosmos
Profile Joined March 2010
Belgium1077 Posts
August 25 2011 10:25 GMT
#2215
On August 25 2011 19:24 billybiber wrote:
Show nested quote +
On August 25 2011 19:22 Zaros wrote:
Does anyone know wht the -1 range up cliffs actually does? Does it prevent warping past a forcefield on a ramp?


i really hope so. it willl be easier in pvp to stop an aggressive 4gate push



I think it means the opposite, it means that the unit on top of the ramp will have less vision (not sure obv)
http://www.twitch.tv/becosmos
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
August 25 2011 10:26 GMT
#2216
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.

Wall off that shit and laugh your ass off
[image loading]
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 10:28 GMT
#2217
On August 25 2011 19:26 Vorenius wrote:
Show nested quote +
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.

Wall off that shit and laugh your ass off
[image loading]


Good find to shut the idiots up.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
August 25 2011 10:29 GMT
#2218
On August 25 2011 10:18 iamke55 wrote:
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

lol genius solution! I'm sad that there's no 1/1/1 nerf though.


yeah and the -1 vision up a ramp doesn't help scouting stuff like that either :-/.. Im curious about what prompted them to make that change..
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 25 2011 10:30 GMT
#2219
On August 25 2011 19:25 Cosmos wrote:
Show nested quote +
On August 25 2011 19:24 billybiber wrote:
On August 25 2011 19:22 Zaros wrote:
Does anyone know wht the -1 range up cliffs actually does? Does it prevent warping past a forcefield on a ramp?


i really hope so. it willl be easier in pvp to stop an aggressive 4gate push



I think it means the opposite, it means that the unit on top of the ramp will have less vision (not sure obv)


it says -1 range UP the ramp so i dont think its units ontop of the ramp.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
August 25 2011 10:30 GMT
#2220
Wow really beautiful, I can't wait to micro my immortal/warpprism ^^

I just don't understand the nerf to contaminate...? Maybe blizzard is seeing something, because we haven't really seen many contaminate centered strategies(zenio is an exception, but that is counterable).
You must gather your party before venturing forth.
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