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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 |
On August 25 2011 19:57 yeint wrote:Show nested quote +On August 25 2011 19:57 Vorenius wrote:On August 25 2011 19:54 yeint wrote:On August 25 2011 19:50 Yaotzin wrote:On August 25 2011 19:47 yeint wrote:On August 25 2011 19:44 Yaotzin wrote:On August 25 2011 19:42 arbitrageur wrote:On August 25 2011 19:40 yeint wrote:On August 25 2011 19:07 ReboundEU wrote: This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live. I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off. Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese. What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later. 11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch. It changes every build, because the orbital comes later, and that cascades down every build. I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick. Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf? Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything. Make spines available without a pool? ZvZ says hello So make spine/spore uprooting require a pool.
you can still make spine in opponent's base
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On August 25 2011 19:57 Hassybaby wrote:Show nested quote +On August 25 2011 19:53 tdt wrote: I just can't wait to do a 4 immortal drop zealot warp in hatch snipe. I'm just going to try all sorts of crazy drops win or lose due to survivability of WP which was basically an auto loss before. Can't you only put 2 immortals in a warp prism? Or are you gonna send 2, in which case you crazy I love it though, maybe people will start using the warp prism as an updated shuttle Double robo all the way!
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I like most of the balance changes. The protoss changes look really nice, and the BFH nerf was justified I feel. No matter your defences they could run in there in a suicide mission and wipe out every worker before they died. Not sure what to think of the zerg changes. I feel like the infestor is the only great unit that zerg has, the only unit that your opponent should be scared of. Fungal was changed from primarily being a root kind of spell to being more of a damage spell, but now the damage is nerfed but the root time is not increased. I don't know, time will tell. Build time decrease of ultras won't make them less terrible and the overseer changes are not needed imo.
All in all, I like the changes.
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Btw, I'm wondering why Blizzard did nothing for 1/1/1. Sure, immortals will have a better time, barracks is built 5 sec more which may or may not affect 1/1/1 much, but is it enough?
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Is there any reliable source for these patch notes? Blizzard didn't officially release anything. this is simply a forum topic on battle.net. Where is the credibility?
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On August 25 2011 19:57 yeint wrote:Show nested quote +On August 25 2011 19:57 Vorenius wrote:On August 25 2011 19:54 yeint wrote:
Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything.
Make spines available without a pool? ZvZ says hello So make spine/spore uprooting require a pool.
And how would that do anything to spinerushes @ 1:00 gametime lol?
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The one problem i see here is that with the blue flame nerf beeing rather big, it becomes extremely difficult to deal with massive amounts of zealots. So far bfh were the go to unit since marines are just too fragile with the amount of aoe that protoss have in their arsenal lategame
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Contaminate was nerfed so ZvZ wouldn't turn into: - first 100 gas on lair - build 4 overseers - shut down opponent production completely - jam mass ling down his throat
Thank goodness.
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Like this patch! gogo immortals!
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United Kingdom10823 Posts
On August 25 2011 20:00 tdt wrote:Show nested quote +On August 25 2011 19:57 Hassybaby wrote:On August 25 2011 19:53 tdt wrote: I just can't wait to do a 4 immortal drop zealot warp in hatch snipe. I'm just going to try all sorts of crazy drops win or lose due to survivability of WP which was basically an auto loss before. Can't you only put 2 immortals in a warp prism? Or are you gonna send 2, in which case you crazy I love it though, maybe people will start using the warp prism as an updated shuttle Double robo all the way!
Double observer...WHAT DOES IT MEAN
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On August 25 2011 19:50 Qzy wrote: Hellions has always been OP, not after one tournament ... always. I pointed it out MONTHS ago, but the blog were closed by Hitlers mods for QQing. Who's right now, bitch?
Now we just need to lower the health of marines starting health and/or marauders health/damage.
u must be kidding me about marine marauder nerf.....
that just makes everyone go mech just like in BW and barrack units totally useless and factory units in sc2 already has less firepower compared to BW (the helion nerf, tank nerf)
ur comments just sounds like another qq and if that happens (although it will never happen) terran will just become a shitty race
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On August 25 2011 20:01 darkness wrote: Btw, I'm wondering why Blizzard did nothing for 1/1/1. Sure, immortals will have a better time, barracks is built 5 sec more which may or may not affect 1/1/1 much, but is it enough?
Probably not. Then again, I might try rushing one gate robo 3 gate with 2 immortals to break the ramp. Vision with observer, then destroy bunkers from the lowground. Obviously just theorycrafting for now.
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On August 25 2011 10:19 prOxi.swAMi wrote: I don't understand the increase in barracks time 60 to 65... anyone?
I don't understand this random change either! 
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On August 25 2011 20:01 darkness wrote: Btw, I'm wondering why Blizzard did nothing for 1/1/1. Sure, immortals will have a better time, barracks is built 5 sec more which may or may not affect 1/1/1 much, but is it enough?
A) People have just started truly crying about it. Blizzard has said they like to wait for a while to see if people solve it. B) Some progamers have said that they can hold just fine. Axslav, Huk, Tyler. Probably many more. For all we know, there may be quite a large silent population amongst Korean protoss progamers who can hold fine who don't get exposure because it's not dramatic. With this lack of consensus, of COURSE blizzard isn't going to patch it. Wait 2-3 months for progamers to experiment more and for a true consensus to develop, then patch or don't patch based off long-term true progamer consensus.
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On August 25 2011 19:57 yeint wrote:Show nested quote +On August 25 2011 19:57 Vorenius wrote:On August 25 2011 19:54 yeint wrote:On August 25 2011 19:50 Yaotzin wrote:On August 25 2011 19:47 yeint wrote:On August 25 2011 19:44 Yaotzin wrote:On August 25 2011 19:42 arbitrageur wrote:On August 25 2011 19:40 yeint wrote:On August 25 2011 19:07 ReboundEU wrote: This patch is the bigest and most well made i have seen for SC2. There's abs no downside to any of the notes. Really can't wait for it to go live. I would think the barracks build time change has a lot of downsides, like basically making every terran relearn every opening because the timings are completely off. Horrible change if it's designed to fix nonsensical cheese. Don't break every build just to fix ladder cheese. What builds does 5 seconds change? 12 rax 13 gas is still 12 rax 13 gas. The only thing that will change that I can see is 11 gas 13 rax... The factory is 5 seconds later, so like 3 real seconds later. 11/11 is probably the big one. I doubt it's intended as a big nerf, just a little tweak to make rax rushes weaker and generally slow down Terran just a touch. It changes every build, because the orbital comes later, and that cascades down every build. I don't think it will likely make anything significantly weaker, but the idea that I have to relearn the timings of every opener because of nonsense like 11/11 is just annoying. There should be better ways to balance things, and I honestly hope this doesn't stick. Well they changed every Protoss build to mess with 4gate in PvP..this is a much lesser change than that too. It's annoying but how else to give 11/11 (widely considered too strong in Korea) a little nerf? Buff the early game defenses of other races. As a non-cheeser that's always my stock fix for everything. Make spines available without a pool? ZvZ says hello So make spine/spore uprooting require a pool.
So... just build them behind enemy minerals lines?
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Infernal seriously can't be worth 150/150 now it only adds 5 damage to light :/ they should have at least reduced the cost -.-
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On August 25 2011 20:03 Hassybaby wrote:Show nested quote +On August 25 2011 20:00 tdt wrote:On August 25 2011 19:57 Hassybaby wrote:On August 25 2011 19:53 tdt wrote: I just can't wait to do a 4 immortal drop zealot warp in hatch snipe. I'm just going to try all sorts of crazy drops win or lose due to survivability of WP which was basically an auto loss before. Can't you only put 2 immortals in a warp prism? Or are you gonna send 2, in which case you crazy I love it though, maybe people will start using the warp prism as an updated shuttle Double robo all the way! Double observer...WHAT DOES IT MEAN
You sir, win the thread.
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Ppl have to remember that the 5 secs rax delay, its normal time, in faster will be really less. Like the old Zealot nerf.
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On August 25 2011 20:05 Ge0Rob wrote: Infernal seriously can't be worth 150/150 now it only adds 5 damage to light :/ they should have at least reduced the cost -.-
Everything is still subject to change before the patch goes live. I'm pretty sure they'll tweak the cost.
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On August 25 2011 20:01 darkness wrote: Btw, I'm wondering why Blizzard did nothing for 1/1/1. Sure, immortals will have a better time, barracks is built 5 sec more which may or may not affect 1/1/1 much, but is it enough? PTR - Things can change or maybe blizz did do something we just don't see it yet? I am doubtful as well and saddened this strat ruining code A qualifiers, Code A and some of S may not be fixed...but we have to wait and see.
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