Patch 1.4 PTR Notes (updated 9/8) - Page 124
Forum Index > Closed |
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 | ||
Zorkmid
4410 Posts
| ||
iamtheoneneo
144 Posts
the ramp nerf was seriously needed for all races but more for P early game mothership is understandable - was soooo slow. hellion was massively OP as it was and we all knew the nerf was coming, and the same can apply to fungul. | ||
Yaotzin
South Africa4280 Posts
On August 25 2011 21:31 sjschmidt93 wrote: 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 If you can get rid of the zoning the tanks provide then marines can be dealt with, with GS zealots or kiting stalkers. I'm dubious this will help enough with that, but if it does then it's solved. | ||
arbitrageur
Australia1202 Posts
On August 25 2011 21:25 Telcontar wrote: 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. He said "they were never really the solution to the deathball". Do you have evidence that "pretty much any high-level zerg" possesses this opinion? If you have this evidence can you please present it to back up your claim. Idra on his stream: " Stalker collosus no longer beats EVERY zerg composition. The horror. " (Deezer was complaining specifically about infestor broodlord. Idra implied that you couldn't beat this deathball max before the infestor got so good.). | ||
arbitrageur
Australia1202 Posts
On August 25 2011 21:32 ZnyX wrote: 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. It's like 6.8 less damage or something, which is significant hwen it's multiplied by 2 (i.e. 2 fungals) over their whole army. | ||
Shootist
Singapore405 Posts
On August 25 2011 21:32 Zorkmid wrote: Will 2 fungals still kill marines? If they have 3 armor and combat shields, no, otherwise yes. | ||
ZnyX
Denmark44 Posts
On August 25 2011 21:34 arbitrageur wrote: It's like 6.8 less damage or something, which is significant hwen it's multiplied by 2 (i.e. 2 fungals) over their whole army. 30 % of 36 is 10.8. So no, armored targets took 40.8 damage before patch, and will now take 40 damage after patch. Light targets will take 6 less damage yes, but it will still kill marines in 2 fungals. | ||
Zuxo
Sweden395 Posts
I wonder how the blink nerf with the immortal buff will effect pvp though :S. Also nice that they are buffing seeker missile ![]() | ||
arbitrageur
Australia1202 Posts
On August 25 2011 21:36 ZnyX wrote: 30 % of 36 is 10.8. So no, armored targets took 40.8 damage before patch, and will now take 40 damage after patch. Light targets will take 6 less damage yes, but it will still kill marines in 2 fungals. 36*(1.3) = 46.8. 36 + 36*(0.3) = 46.8 36 + 10.8 = 46.8. 46.8 - 40 = 6.8. | ||
Darneck
Sweden1394 Posts
On August 25 2011 21:35 Shootist wrote: If they have 3 armor and combat shields, no, otherwise yes. I don't think armor helps against fungal? | ||
Yaotzin
South Africa4280 Posts
| ||
Shootist
Singapore405 Posts
| ||
ToastieNL
Netherlands845 Posts
On August 25 2011 21:35 Shootist wrote: If they have 3 armor and combat shields, no, otherwise yes. Spells are not affected by armor. Always 2 FG, but you need to cast tge 2nd after the first, because they dont stack. | ||
defense
Brazil42 Posts
On August 25 2011 21:36 ZnyX wrote: 30 % of 36 is 10.8. So no, armored targets took 40.8 damage before patch, and will now take 40 damage after patch. Light targets will take 6 less damage yes, but it will still kill marines in 2 fungals. 36 + 10.8 = 40.8? Really? | ||
Ziggitz
United States340 Posts
The damage nerf will make the deathball less susceptible to it, but lets be honest, 1-1 or 2-2 lings plus infestors destroys the stalker colossus death ball and the blink stalker ball so completely that it'll still be effective and neural against archons and colossus is unchanged, Protoss definitely deserved some leeway there. Against Terran marines might do a bit better with lots of medivacs being able to mitigate the fungals better with it's slightly reduced dps, across a lot of marines that's a ton of energy saved, however unsupported it's the same story as before and the barracks and hellion nerf means that you'l be able to get into the midgame in better shape on average to mitigate that. Something awesome that needs to be taken into account though, is that if mind controlling a unit grants the power provided like the patch notes say, then mind controlling a warp prism in mid warp in can cancel all the units warping in. Can some one of PTR confirm? | ||
IVN
534 Posts
On August 25 2011 11:40 LuciferSC wrote: The beauty of SC is in that each race is different from each other. It makes me shake my head when I see ppl wanting to see 3 same races... Well, I for one would like to see XelNaga in multi player, if it was possible to design and balance in a sensible way. I know it's too much to ask, but still, if they could pull it of, it would be awesome. ![]() | ||
Corrik
United States1416 Posts
On August 25 2011 21:33 Yaotzin wrote: If you can get rid of the zoning the tanks provide then marines can be dealt with, with GS zealots or kiting stalkers. I'm dubious this will help enough with that, but if it does then it's solved. The 1-1-1 timing will be slowed down by at least 7 (estimate) seconds I'm guessing. 5 seconds more build time on rax and a 5 second slower mule. Warp Prism is buffed to give Toss slightly more ability to break a contain. Immortal Range is actually somewhat big because it allows immortals to stay at the same range as stalkers instead of in front of them. Thus, they can't get trapped in front of stalkers in engagements and be easily targeted off first. | ||
ZnyX
Denmark44 Posts
No idea why i kept doing 30, and not 36. Yeah your right. But either way, not a big deal. If you use infesters against P, the fungal isnt supposed to kill. Its just there to make sure your neurals wont get sniped. | ||
{ToT}ColmA
Japan3260 Posts
| ||
Deleuze
United Kingdom2102 Posts
That's got Blizzard bug written all over it. | ||
| ||