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Patch 1.4 PTR Notes (updated 9/8) - Page 117

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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
soverRR
Profile Joined May 2010
Sweden348 Posts
August 25 2011 11:18 GMT
#2321
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.


With 50/50 overseers, contaminate would've been much more spammable and could've easily taken out key structures and units/upgrades for the opponent. I think they thought something along those lines.
Sarsi
Profile Joined February 2011
Norway76 Posts
August 25 2011 11:19 GMT
#2322
On August 25 2011 20:16 AnxiousHippo wrote:
I don't know about the mothership nerf. I know many people consider it a novelty unit but every unit has it's purpose and after the Archon Toilet was taken away cloak was the mothership's only use. The warp prism buff also has me worrying, I don't like getting colossus dropped :/

Uh. It was buffed not nerfed. The cloak change is just to decrease the lag when it spawns.
OnlineHero
Profile Joined February 2011
Denmark647 Posts
August 25 2011 11:19 GMT
#2323
On August 25 2011 20:14 tdt wrote:
Show nested quote +
On August 25 2011 20:00 OnlineHero wrote:
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.

Why would you want a root time increase? That's a nerf. Less DPS.


I'm just saying that now it has low damage AND low root time. Before it had low damage but a long root. Like I said, it used to be primarily a root spell, then it was changed to primarily a dmg spell. Now it's a mediocre dmg and mediocre root spell.
<3
choopakabra
Profile Joined August 2010
53 Posts
August 25 2011 11:19 GMT
#2324
Fungal is still strong PvZ:

Unchanged
probes before 2 fungals now 2 fungals.
zealot before 5 fungals now 5 fungals.
stalker before 4 fungals now 4 fungals.
sentry before 3 fungals now 3 fungals.
DT before 4 fungals now 4 fungals.
HT before 3 fungals now 3 fungals.

Changed
Void before 6 fungals now 7 fungals.
Colossus before 6 fungals now 7 fungals.
Phoenix before 4 fungals now 5 fungals.
Carrier before 10 fungals now 12 fungals.
Immortal before 7 fungals now 8 fungals.
Archon before 10 fungals now 12 fungals.
Choopakabra EU
ShatterZer0
Profile Joined November 2010
United States1843 Posts
August 25 2011 11:20 GMT
#2325
HOLY MOTHER OF FUCK YEAH!

STEEL WARP PRISMS FTW!!!!

(Why the blink nerf? Were blink pushes really so op?)

Ignitor nerf might be a little much.

NO MORE MOTHERSHIP LAG!!!!

Immortals >:D
A time to live.
untiemyshoe
Profile Joined April 2011
New Zealand110 Posts
August 25 2011 11:20 GMT
#2326
‎\(‾⌣‾ )/
kek
DerBeefman
Profile Joined April 2011
Germany226 Posts
August 25 2011 11:20 GMT
#2327
I love that blueflame is nerfed hopefully I can play my loved biomech in TvT again :D

But I'm nor sure about the blink changes, as a terran player I have no problems with blink (except on certain maps with allin strategies) but the main problem with blink was in PvZ, not that stalkers have blink too early but that the cooldown is too fast so that a zerg could only kill the shields of a stalker and not the stalker itself (i think this is what IdrA said once).
extended thermal lances aka extended imbalances
tdt
Profile Joined October 2010
United States3179 Posts
August 25 2011 11:20 GMT
#2328
On August 25 2011 20:10 MorroW wrote:


mothership change, hmmm still want them to remove this silly unit it doesnt belong in sc2
k

I use it all the time vs Z but I'm not that good. She just sits at my expo and recalls VR's from their missions or if it gets hot back home.
MC for president
Blackk
Profile Joined November 2010
South Africa226 Posts
August 25 2011 11:21 GMT
#2329
The thing is that you can run the targeted unit towards the hsm and not take any aoe on the rest of your units.
hah.
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 11:21 GMT
#2330
On August 25 2011 20:20 tdt wrote:
Show nested quote +
On August 25 2011 20:10 MorroW wrote:


mothership change, hmmm still want them to remove this silly unit it doesnt belong in sc2
k

I use it all the time vs Z but I'm not that good. She just sits at my expo and recalls VR's from their missions or if it gets hot back home.

and now you can actually use it! It moves! :D
Snipe those overseers and go havoc!
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Renzin
Profile Joined March 2011
Australia75 Posts
August 25 2011 11:22 GMT
#2331
Interesting changes even though I'm a zerg player I was a bit confused to see the increase in build time for barracks, don't really see the point. And for Immortals getting more range well I think it's a good change (always a little sad to see Immortals stuck behind stalkers unable to shoot) though I'll probably regret saying that when they plough through my forces XD As for ultralisks....if that change makes it through then hurray! I like ultralisks, just usually don't macro and play well enough to amass many of them or even reach that tech
stingerZA
Profile Joined January 2011
South Africa8 Posts
August 25 2011 11:22 GMT
#2332
Aaa, I was hoping they wouldn't do anything to the infestor o well, +Armored dmg I guess.
"Play for the learn, not for the win" - Sean Plott
Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 25 2011 11:23 GMT
#2333
On August 25 2011 20:19 choopakabra wrote:
Fungal is still strong PvZ:

Unchanged
probes before 2 fungals now 2 fungals.
zealot before 5 fungals now 5 fungals.
stalker before 4 fungals now 4 fungals.
sentry before 3 fungals now 3 fungals.
DT before 4 fungals now 4 fungals.
HT before 3 fungals now 3 fungals.

Changed
Void before 6 fungals now 7 fungals.
Colossus before 6 fungals now 7 fungals.
Phoenix before 4 fungals now 5 fungals.
Carrier before 10 fungals now 12 fungals.
Immortal before 7 fungals now 8 fungals.
Archon before 10 fungals now 12 fungals.

Ah so its a ZvT and ZvZ fix, as now, medivacs will be too efficient compared to infestors.
TheSilverfox
Profile Joined December 2010
Sweden1928 Posts
Last Edited: 2011-08-25 11:25:08
August 25 2011 11:23 GMT
#2334
On August 25 2011 20:19 choopakabra wrote:
Fungal is still strong PvZ:

Unchanged
stalker before 4 fungals now 4 fungals.


(False info here before, my bad).
Also known as Joinsimon on Twitter/Reddit
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
Last Edited: 2011-08-25 11:25:07
August 25 2011 11:24 GMT
#2335
HSM is one bad patch a way from becoming the most broken thing in the game imo
The only reason why it still won't be used to much is because Ghosts are too good in both TvP and TvZ.
On the other hand I'm pretty sure HSM and ravens will completely dominate TvT from now on,or in the near future.If you think mass Raven from TLO in the early Beta was a funny thing to watch,wait till you see to what TvT will come from this patch and I really don't like it.I hope I'm wrong,but a missile that deals 100 damage on a single impact and does splash damage with such high travel speed.....yea......
Cackle™
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2011-08-25 11:26:03
August 25 2011 11:24 GMT
#2336
On August 25 2011 20:08 TheSilverfox wrote:
Raven - Seeker missile movement speed increased from 2.5 to 2.953.
This is a Raven buff in TvT. In TvP and TvZ the seeker missile speed will not affect it too much. Mutas and Phoenix can still dodge seeker missiles. Corruptors can also still dodge seeker missiles because they have the speed of 2.9531.

The big difference here is the Sky battle with vikings. Vikings with 2.75 speed can no longer dodge seeker missiles.


While this is of course partially true, I think you underestimate the power of HSM - it's not just about the HSM being able to hit targets, its also about making opposing Units run away from your army, which will allow stuff like Vikings, Marines etc. to run after them and get a lot of free DMG in.

I think even now, HSM is heavily underused against Zerg: Take a strong Ling/Bling-Army for example against Marines+HSM: Let the Zerg come at you with his army and fire the HSM so that the Zerg has tu run away from your army and then stim your marines and chase the Zerg. Or even against corruptors/Infestors - get in front with one Raven and fire a HSM onto the corruptors/infestors, so they have to retreat, then run in with Marines+Vikings to snipe the unguarded Broodlords.

I'd really like to see good Terrans experiment with some sort of SK-Terran Playstyle with upgraded Bio+Ravens. With the HSM-Buff and the Infestor-nerf (which is IMHO a bit too much tbh, cuz Terrans still almost never used Ghosts as a direct counter to the Infestors like they do it against HT's) this playstyle could actually be very viable.
https://soundcloud.com/thesamplethief
Tomasy
Profile Joined October 2010
Poland80 Posts
August 25 2011 11:25 GMT
#2337
On August 25 2011 20:23 TheSilverfox wrote:
Show nested quote +
On August 25 2011 20:19 choopakabra wrote:
Fungal is still strong PvZ:

Unchanged
stalker before 4 fungals now 4 fungals.


This must be wrong? A fungal now vs Armored does 40 damage. A stalker have 125+50 - that will require 5 fungals, not 4.


stalker has 80/80
you wrote his cost
Bagi
Profile Joined August 2010
Germany6799 Posts
August 25 2011 11:25 GMT
#2338
On August 25 2011 20:21 Blackk wrote:
The thing is that you can run the targeted unit towards the hsm and not take any aoe on the rest of your units.

You have to react ridiculously quickly for that.

I think HSM is still really expensive in both resources and energy cost. It probably won't be very popular even with the buff.
Binabik
Profile Joined January 2011
Germany686 Posts
August 25 2011 11:25 GMT
#2339
On August 25 2011 20:23 TheSilverfox wrote:
Show nested quote +
On August 25 2011 20:19 choopakabra wrote:
Fungal is still strong PvZ:

Unchanged
stalker before 4 fungals now 4 fungals.


This must be wrong? A fungal now vs Armored does 40 damage. A stalker have 125+50 - that will require 5 fungals, not 4.

You listed the Stalker's cost xD

It has actually 80 Health and 80 Shields, so it is going to die with the fourth Fungals.
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
August 25 2011 11:25 GMT
#2340
On August 25 2011 20:08 TheSilverfox wrote:



Overseer - Contaminate energy cost increased from 75 to 125.

I have no idea why Blizzard made this change. I have never seen a player complain about contaminate. Maybe with the cost change they think it will be too powerful early game with contaminate of Tech Labs & Twiligt Council?

.


Overseer - Morph cost decreased from 50/100 to 50/50.

That's why.
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