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Patch 1.4 PTR Notes (updated 9/8) - Page 124

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
Zorkmid
Profile Joined November 2008
4410 Posts
August 25 2011 12:32 GMT
#2461
Will 2 fungals still kill marines?
iamtheoneneo
Profile Joined April 2011
144 Posts
August 25 2011 12:33 GMT
#2462
great incoming patch imo.
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
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-08-25 12:33:54
August 25 2011 12:33 GMT
#2463
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
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-08-25 12:38:44
August 25 2011 12:33 GMT
#2464
On August 25 2011 21:25 Telcontar wrote:
Show nested quote +
On August 25 2011 21:22 arbitrageur wrote:
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.


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
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-08-25 12:34:36
August 25 2011 12:34 GMT
#2465
On August 25 2011 21:32 ZnyX 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.


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
Profile Joined May 2011
Singapore405 Posts
August 25 2011 12:35 GMT
#2466
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
Profile Joined December 2010
Denmark44 Posts
Last Edited: 2011-08-25 12:36:52
August 25 2011 12:36 GMT
#2467
On August 25 2011 21:34 arbitrageur wrote:
Show nested quote +
On August 25 2011 21:32 ZnyX wrote:
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.


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.


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
Profile Joined April 2010
Sweden395 Posts
Last Edited: 2011-08-25 12:38:21
August 25 2011 12:36 GMT
#2468
FINALLYYYY YESSSSS. Have been waiting for that exact immortal buff for ages and that fungal nerf although it still seems to do the same damage to armored, (lol?).

I wonder how the blink nerf with the immortal buff will effect pvp though :S.

Also nice that they are buffing seeker missile .
I'm a mother******* lyrical wordsmith, mother******* genius
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-08-25 12:40:04
August 25 2011 12:37 GMT
#2469
On August 25 2011 21:36 ZnyX wrote:
Show nested quote +
On August 25 2011 21:34 arbitrageur wrote:
On August 25 2011 21:32 ZnyX wrote:
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.


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.


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
Profile Joined September 2010
Sweden1394 Posts
August 25 2011 12:38 GMT
#2470
On August 25 2011 21:35 Shootist wrote:
Show nested quote +
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.

I don't think armor helps against fungal?
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 12:38 GMT
#2471
Armor doesn't help against spells, of which fungal is of course one.
Shootist
Profile Joined May 2011
Singapore405 Posts
Last Edited: 2011-08-25 12:39:03
August 25 2011 12:38 GMT
#2472
EDIT: Removed incorrect info
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
August 25 2011 12:39 GMT
#2473
On August 25 2011 21:35 Shootist wrote:
Show nested quote +
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.

Spells are not affected by armor. Always 2 FG, but you need to cast tge 2nd after the first, because they dont stack.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
defense
Profile Joined June 2011
Brazil42 Posts
August 25 2011 12:39 GMT
#2474
On August 25 2011 21:36 ZnyX wrote:
Show nested quote +
On August 25 2011 21:34 arbitrageur wrote:
On August 25 2011 21:32 ZnyX wrote:
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.


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.


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
Profile Joined September 2010
United States340 Posts
August 25 2011 12:39 GMT
#2475
I'm actually quite happy with the infestor change. It makes ZvZ more interesting, needing 5 straight fungals to kill mutas, banelings don't get killed in one, meaning well micro'd ling bane could be a lot scarier, if you used it as a harass style to go for drones, since a group of spaced out banes could require 6 fungals instead of 3.

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
Profile Joined October 2010
534 Posts
August 25 2011 12:39 GMT
#2476
On August 25 2011 11:40 LuciferSC wrote:
Show nested quote +
On August 25 2011 11:38 Moosegills wrote:
I'm still wondering when zerg is going to ever get an anti caster ability so they can deal with ghosts and ht better.


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
Profile Joined September 2010
United States1416 Posts
August 25 2011 12:40 GMT
#2477
On August 25 2011 21:33 Yaotzin wrote:
Show nested quote +
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.


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
Profile Joined December 2010
Denmark44 Posts
August 25 2011 12:40 GMT
#2478
On August 25 2011 21:37 arbitrageur wrote:
Show nested quote +
On August 25 2011 21:36 ZnyX wrote:
On August 25 2011 21:34 arbitrageur wrote:
On August 25 2011 21:32 ZnyX wrote:
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.


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.


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.

46.8 - 40 = 6.8.


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
Profile Joined November 2007
Japan3260 Posts
August 25 2011 12:40 GMT
#2479
not enough nerfs for terran thou but its a beginning
The only virgins in kpop left are the fans
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
August 25 2011 12:40 GMT
#2480
I bet that the floating text for the amount of resources gained from a salvaged bunker will show through fog of war....

That's got Blizzard bug written all over it.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
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