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Patch 1.4 PTR Notes (updated 9/8) - Page 125

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
Binabik
Profile Joined January 2011
Germany686 Posts
August 25 2011 12:41 GMT
#2481
PvP is going to be great now, no more Blink ownage and the defending player can win with RoboExpand vs ColossusTimining because you can focus fire now.
You can even drop Zealots on the Colossus =D
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 25 2011 12:41 GMT
#2482
On August 25 2011 21:32 Zorkmid wrote:
Will 2 fungals still kill marines?


Yes, obviously.

Upgraded marines - 55 hp
The new fungal vs marines - 30 damage
60 > 55 if there are no medivacs :D
perser84
Profile Joined October 2010
Germany399 Posts
August 25 2011 12:41 GMT
#2483
well fungual still kills marines with 2 spells

the rax built time increase i dont understand at all

about hellion blue flame
its not worth anymore you need 3 hellion to kill the worker
the same you could do with red flame hellion
the only difference is with blue flame its easier

about hunterseeker ... intead to increase the speed of them they should increase the speed of the reaven itself
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 12:42 GMT
#2484
Question: fungal effected by armor?

Thanks.
kiy0
Profile Joined August 2010
Portugal593 Posts
August 25 2011 12:42 GMT
#2485
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

APM meters will suddently lose a lot of interest. Extremely positive change Blizzard.
Wisemen speak when they have something to say. Others speak when they have to say something.
mechavoc
Profile Joined December 2010
United States664 Posts
August 25 2011 12:42 GMT
#2486
It is interesting how quickly they changed the hellions.
They got popular with the Korean Usage and NASL finals and a month later a nerf.

MeyerA
Profile Blog Joined September 2005
Sweden122 Posts
August 25 2011 12:43 GMT
#2487
My thoughts on the patch:

+ Show Spoiler +

PROTOSS
Immortal
Attack range increased from 5 to 6. - I dont really like this change, immortals have never been in need of a buff, but I guess +1 range isnt that bad.

Mothership
Acceleration increased from 0.3 to 1.375.
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. - No comment remove the unit.

Stalker
Blink research time increased from 110 to 140. - Good change

Warp Prism
Shields increased from 40 to 100. - Probably the best protoss change.

TERRAN
Barracks
Build time increased from 60 to 65. - dont know why they changed this, maybe to delay rushes but its not the barracks build time that is the problem.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5. - Good change

Raven
Seeker missile movement speed increased from 2.5 to 2.953. - Finally a buff to raven, would rather see a buff in movement speed on the raven tho.

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). - good change

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125. - really like this now u can always get an overseer as soon as you have lair and scout, its 50 gas less at that stage is so much.

Ultralisk
Build time decreased from 70 to 55. - Good change maybe, but I think the ultra should be reworked.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
August 25 2011 12:43 GMT
#2488
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.

There are more buffs if you consider the bug fixes! Go zerg, go zerg \o/
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 25 2011 12:43 GMT
#2489
On August 25 2011 21:42 arbitrageur wrote:
Question: fungal effected by armor?

Thanks.


Nope. Fungal ignores armor as far as I know.
Zorkmid
Profile Joined November 2008
4410 Posts
August 25 2011 12:43 GMT
#2490
On August 25 2011 21:39 Ziggitz wrote:
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.


I agree, ZvZ will no longer be (after 7 or 8 mins) Roaches/Infestors/Broods or Muta.

Since Infestors wont counter Mutas as well, we might see some Hydras being made!

How many fungals will it take to kill roaches now ?
Eufouria
Profile Blog Joined March 2011
United Kingdom4425 Posts
August 25 2011 12:43 GMT
#2491
I'm going into this with an open mind, but it looks to be a hard patch for Terrans.

Overall I'm ok with the BFH nerf. They were too good against Marines and Workers, but I'm worried that they won't be good enough against chargelots late game.

In practice I love the ramp vision change. It should really reduce the strength of a lot of these 1 base plays we've been seeing atm.

Buffing seeker missile is good, but tbh it should as much damage as a nuke because.

I don't know about the Barracks build time. I'm not sure what the reasons for it are, the 2 rax shouldn't do too much damage if defended properly and I don't know many other builds where 5 secs makes that big a difference, although I'm open minded because sometimes its hard to tell if something is op until it is actually nerfed. I'll wait to see on this one.

I guess the Immortal change is to deal with the 1/1/1, but maybe the immortal will be too strong in other scenarios now.
danielzig
Profile Joined December 2010
32 Posts
August 25 2011 12:44 GMT
#2492
Man, it's annoying to play a game at a lower skill level when patch after patch nerfs your race because progamers are having problems... I totally understand them ignoring the common players when it comes to balance, but jeesh it's annoying every patch something terran gets nerfed hard.
Goken
Profile Joined July 2010
Sweden36 Posts
Last Edited: 2011-08-25 12:48:40
August 25 2011 12:44 GMT
#2493
No change to fungal

Still erases all micro just delays the inevitable by a lit... oh no wait my stalkers still die in 4 fungals.

Other then that I'm mostly fine with the changes. But we will see what comes out of the NAprivateTR
tdt
Profile Joined October 2010
United States3179 Posts
August 25 2011 12:46 GMT
#2494
On August 25 2011 21:24 CaptainCrush wrote:
Show nested quote +
On August 25 2011 21:17 tdt wrote:
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.

They receive a buff almost every patch, such as HSM this patch ...this argument is stupid anyway. Blizzards goal in balance not "if toss gets 4 nerfs zerg and terran must get 4 too" it's irrelevant how many nerfs or how many buffs respective races have.

My point or agreement with Yaotzin was this patch presents some harassment opportunity for Protoss against Zerg which was lacking as Protoss has no dedicated harassment unit and what blizzard thought were OP options were all nerfed out (VR, 2gate, 4gate, etc) and Im sure blizz feels the same hence the WP buff.

I never see hellions in my games and pro's hardly too vs P. Give it time mech will be viable one day.

MC for president
Luepert
Profile Blog Joined June 2011
United States1933 Posts
August 25 2011 12:47 GMT
#2495
Protoss around the world cheer, all other races nerfed! Sucess!
esports
arbitrageur
Profile Joined December 2010
Australia1202 Posts
August 25 2011 12:47 GMT
#2496
On August 25 2011 21:43 Zorkmid wrote:
Show nested quote +
On August 25 2011 21:39 Ziggitz wrote:
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.


Since Infestors wont counter Mutas as well, we might see some Hydras being made!


You have to go hydra against mutas even if you already went infestors, unless you've made like 6 queens and am doing a nydus push with them, or are getting your own mutas for some strange reason. (Why? You can't leave your base beacuse he'll send 1 muta at your infestors and you have to waste 100+ energy to kill that one muta.)
ZisforZerg
Profile Blog Joined December 2010
United States224 Posts
August 25 2011 12:47 GMT
#2497
The build time of the Ultralisk was not the problem, it's the clumsiness and how big they are. Besides that the patch is pretty cool.
"I'm too drunk, to taste that chicken."
Philosophy
Profile Joined May 2010
186 Posts
August 25 2011 12:47 GMT
#2498
Awesome changes, really love them.
Gotta admit though that I'm really scared of immortals. They'll sit behind walls and snipe roaches.
lSasquatchl
Profile Joined February 2011
United States309 Posts
August 25 2011 12:47 GMT
#2499
On August 25 2011 21:33 iamtheoneneo wrote:
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.



Perhaps someone mentioned this before you, but I completely agree either way. Think this will give defender a better advantage in holding 4gate in PvP.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 25 2011 12:48 GMT
#2500
On August 25 2011 21:44 danielzig wrote:
Man, it's annoying to play a game at a lower skill level when patch after patch nerfs your race because progamers are having problems... I totally understand them ignoring the common players when it comes to balance, but jeesh it's annoying every patch something terran gets nerfed hard.

Blizz have mentioned that the balance concerns are only at the highest levels right now. The others are all within their acceptable range (45-55).
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