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Patch 1.4 PTR Notes (updated 9/8) - Page 123

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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
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 12:21 GMT
#2441
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 12:22 GMT
#2442
On August 25 2011 21:21 Yaotzin wrote:
Show nested quote +
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.


That's your opinion.
UnholyRai
Profile Joined September 2010
720 Posts
August 25 2011 12:22 GMT
#2443
this is a good step in the right direction.
Gogo Grubby.
Redfish
Profile Joined April 2010
United States142 Posts
August 25 2011 12:22 GMT
#2444
As a random player, I can see some really cool changes to the TvT game coming from this - mostly because of the HSM change though. Hellions will still be good in that matchup, but I can see a much more expo-based game to gain gas for Raven superiority (who thought they'd ever heard that term?). Viking wars suck and I'll be happy to be rid of them.
Slakter
Profile Joined January 2010
Sweden1947 Posts
August 25 2011 12:23 GMT
#2445
I got raped by a warp prism yesterday (in masters league FYI) and it wasnt even close. Blink stalkers + prism full off sentrys, go into main of enemy (works well on shakuras for instance) and just FF the enemies ramp. Super-cheesy but if you catch someone off guard you just win instantly unless youre terrible. I have a feeling we´ll see this sort of cheese a lot with this buff and I cant say I will enjoy it! ^^
Protoss, can't live with em', can't kill em'.
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
August 25 2011 12:24 GMT
#2446
On August 25 2011 21:17 tdt wrote:
Show nested quote +
On August 25 2011 20:59 Yaotzin wrote:
On August 25 2011 20:57 jhNz wrote:
from a protoss point of view i love those changes. especially the shield buff for warp prisms will have a huge impact i believe

Yep they're almost as beefy as an ovie now (just lacking 1 armor) but way zippier, especially if you get the speed upgrade. Immortal/zealot drops/zealot warpins will be a genuine threat now I think.

Protoss need it. Basically slowing Zerg is all ins today and we all know what happens if you leave zerg alone. Terran has plenty of options but most Protoss' were nerfed out... VR WG, etc.


Just want to point out that terran has not recieved a buff in many, many patches - if at all.... now protoss starts losing a couple games and then this? I think its a step in the wrong direction honestly... WG and Voids needed a nerf, they are both still viable options, just not overpowered anymore. And now with the hellion nerf, terran is basically forced to go rax units and ghosts against a toss every single game. Hellions wont be able to stand up to zealots any more...

And what the heck is the additional 5 sec build time on teh rax for? Could that really have been affecting anything? About the only thing I agree with in this patch is the fungal growth damage.
Marou
Profile Blog Joined April 2010
Germany1371 Posts
August 25 2011 12:24 GMT
#2447
This sound like very good changes, although i'm not sure about increase of the baracks build time, the rest looks perfect.
twitter@RickyMarou
Highways
Profile Joined July 2005
Australia6105 Posts
August 25 2011 12:24 GMT
#2448
Very happy with the changes.

Was hoping for an EMP nerf though, in particular taking all the Protoss shields away.
#1 Terran hater
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 12:24 GMT
#2449
Baneling survive Fungal now
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 12:25 GMT
#2450
On August 25 2011 21:22 arbitrageur wrote:
Show nested quote +
On August 25 2011 21:21 Yaotzin wrote:
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.


That's your opinion.

Okay...and its how like every pro stops it.
esre
Profile Blog Joined September 2010
Ireland109 Posts
August 25 2011 12:25 GMT
#2451
On August 25 2011 21:11 TwilightRain wrote:
I don't like the contamination cost increase , at least from the ZvZ perspective. I feel like it would eliminate possibilities for timing pushes as ways to come back. ZvZ would be even more boring than it is right now.



Dunno if its been mentioned but contamination is dearer beacuse its now cheaper to make mulitple overseers. . .
"Personality should be irrelevant. This is a computer game tournament, not a dating show. -Idra"
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
August 25 2011 12:25 GMT
#2452
On August 25 2011 21:22 arbitrageur wrote:
Show nested quote +
On August 25 2011 21:21 Yaotzin wrote:
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.


That's your opinion.

And pretty much any high-level zerg's. If you really think Infestors were the only reason zergs were figuring out ZvP, you're sorely mistaken.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Redox
Profile Joined October 2010
Germany24794 Posts
Last Edited: 2011-08-25 12:26:17
August 25 2011 12:25 GMT
#2453
On August 25 2011 21:21 Yaotzin wrote:
Show nested quote +
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.

Also, ultra build time decrease helps a lot against death ball.
After the first clash you can now remax with ultras. And ultras can be good against death ball aynway if used with fungal and baneling.
Off-season = best season
Sunrunner
Profile Joined July 2011
United States80 Posts
August 25 2011 12:25 GMT
#2454
I love that now we'll definitely be able to see if a building under construction was canceled or destroyed. Great for e-sports.
JanBanan
Profile Joined December 2010
Norway29 Posts
August 25 2011 12:26 GMT
#2455
Dissapointed that there is no reaper buildtime buff 45 sec is 5 more than ghost and 10 less than ultralisk. 40 would be nice. Also they can nerf the grenade thing to 25 or something.

Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 12:26 GMT
#2456
On August 25 2011 21:25 Redox wrote:
Show nested quote +
On August 25 2011 21:21 Yaotzin wrote:
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.

Also, ultra build time decrease helps a lot against death ball.
After the first clash you can now remax with ultras. And ultras can be good against death ball aynway if used with fungal and baneling.

OTOH immortals are more attractive to toss and we all know what they do to ultralisks ^_^ PvZ will continue to be very topsy turvy as people come up with new builds, I predict.
Aldin_D2x
Profile Joined February 2009
Canada55 Posts
August 25 2011 12:27 GMT
#2457
Super happy about blue flame reduction and immortal range increase
If someone comes at you with a sword, run if you can. Kung Fu doesnt always work. - Bruce Lee
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
August 25 2011 12:28 GMT
#2458
I love how they buffed my style.

I love.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
August 25 2011 12:31 GMT
#2459
Well seems like they're 1-1-1 fix is the immortal change -- but puma 3-1-1 with soo many marines almost seems stronger
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
ZnyX
Profile Joined December 2010
Denmark44 Posts
August 25 2011 12:32 GMT
#2460
On August 25 2011 21:21 Yaotzin wrote:
Show nested quote +
On August 25 2011 21:19 SharkStarcraft wrote:
Hmm... I dont like the infestor nerf, now that Zerg FINALLY could do something against the deathball, infestors get nerfed -.-

Deathball dies to multipronged attacks, drops, and baneling drops. Infestors only help with one of those. They were never really the solution to the deathball.


Infesters aren't really nerfed against the deathball. Armored targets take 0.8 less damage after patch, i dont see why zergs cry. Its just simplified, i like it. Marines also still die in 2 fungals, so it wont make "that" much difference.
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