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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 |
On August 25 2011 21:43 Eufouria wrote: I'm going into this with an open mind, but it looks to be a hard patch for Terrans.
It was to be expected with terran performing so well in GSL. Luckily none of the core units/strats were nerfed, just some of the cutesy stuff that was getting out of hand.
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On August 25 2011 21:43 darkness wrote:Show nested quote +On August 25 2011 21:42 arbitrageur wrote: Question: fungal effected by armor?
Thanks. Nope. Fungal ignores armor as far as I know.
Spells (snipe, fungal, EMP etc) aren't affected by armor.
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The reason why Terran keeps getting nerfed is because Blizz, for whatever reason, overdeveloped that race and underdeveloped the other two. Giving the other two races more early game options would be a better fix because it would give the game more variety. The more you nerf things and extend research times the slower and less interesting games are from a viewing perspective.
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I actually did not think the OP was legit, until I saw the battle.net link.
Ha.
This is a pretty flailing patch, actually.
General Reaction I remember watching some pro matches a few weeks ago with my brother, and we were seeing a lot of helion plays getting used. It was crazy! I leaned over and said, "Damn. Helions are going to get nerfed soon ..."
+ Show Spoiler [terran Pro eyes only] +When you come up with new plays, can you at least purposefully throw a few games so the whole world doesn't immediately cry imba? Seriously. It's to the point now where Terran plays are literally nerfed weeks after their latest tournament displays.
Tarawn I really never expected to see another Terran buff, but the HSM is actually really interesting. We'll have to see what happens. It's a weird spell right now in that it is really strong, but never used, because it never works. So now that it will work in some cases, and is still strong, people might build more Ravens! The barracks got nerfed again, which is lol, but at least it's not a major nerf. It slows down every Terran build in the game, but not by much. I think this is basically an anti-2rax vs. Zerg nerf.
Operg I'm glad blizzard has realized something needs to change about the Infestor. Let's see if this sticks. My money is that this nerf is actually changed into a buff by the time it goes live. I got $5 on the table for anyone who wants to take that bet ;P
Prawdhuss Naturally I abhor the idea of making Prawdhuss stronger, but I think the Immortal change is actually pretty good. It's an expensive unit, and pretty critical in holding some of Terran's early game timings. The Blink timing might help defend the very powerful Blink rushes.
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Wow! By far the best PTR notes I've ever read. It's the first time I've found myself nodding my head as I read through the posts. These sound like really good changes. Maybe it's time for me to start playing a little more if this is the kind of attention the game is getting
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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.
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 ?
This wont change ZvZ at all.
Fact is, infestor is perfect for forming your own concave around your opponent's roaches. Without infestors of your own to counter that, then you will get steamrolled. Not because of the damage of fungal, but because you will be in a much worse position then your opponent.
Also... I have yet to see someone go ling/bane against roach, never mind the infestor. So the point about fungal there is moot.
As for Mutas, it took about 4 fungals to kill off a group. Now it will be 5. Or 4 fungals and 3 infested terrans to one shot a bunch of mutas.
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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).
I think they risk messing up that balance (at lower levels) if they keep balancing for the higher levels, but I guess it's a wait-and-see kind of thing. Oh well, if they keep nerfing terran I'll just switch to another race.
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Finally protoss players can stop whining about the damn warp prisms I think personally they might have become to strong now with the speed upgrade and the rather good HP in total now. The fungal change was very uncalled for.
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they just reseted the whole PvP set of builds, back to work guys...
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About to do some immortal drops to try out both new buffs
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As a mech'ing player in all matchups, the hellion nerf makes me quite sad. As my army in the late game generally has 20 hellions. It also means you can't 2 shot drones with just blue flame, you'll need a +1 attack upgrade and blueflame.
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On August 25 2011 21:51 danielzig wrote:Show nested quote + 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).
I think they risk messing up that balance (at lower levels) if they keep balancing for the higher levels, but I guess it's a wait-and-see kind of thing. Oh well, if they keep nerfing terran I'll just switch to another race. Doubt it. To lower level players something like a 5-10% reduction in infestor DPS or immortal range increase won't change anything as there's such huge flaws in their game that far far far outweigh something so comparatively minor.
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Protoss The immortal:change was nice since but i would still prefer double damage for two barrels.
Blink research: increase might have been mostly to due with the immortal. Blizzard probably wants more people to use the immortal thus range increase and blink nerf.
Warp Prism: *Fist pump* No longer a glass ship. (Not as much)
Terran Hellion: (i actually thought it said damage increased to 10 from 5) In response to the recent blue flame surge.
Raven: I CALLED IT. I'm excepting more raven play with the speed upgrade, mostly versus zerg roach/hydra play and toss death balls.
Zerg Overseer: Helping with zerg detection with price reduction but also increasing the cost of contaminate to prevent spamming opponent production. Really like this buff/nerf.
Ultralisk: Makes sense considering what the ultralisk is.....now if only they can increase its mental capacity.
Over all I like this patch as it gives some units some love, although the hellion nerf (and the infestor damage change)will be interesting to see :/
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How `high' is a typical ramp outside your main? If sight has been reduced by 1, then is a ramp 3 and sight used to be 2?
I guess this not only affects Blink-ups in PvP, but random early pokes by terran in TvP. Still miss the old BW high ground advantage though
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YES great patch for zerg finally sauron zerg with ultras is more viable :D
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When a Terran goes no gas exp, the usual counter is blink stalkers. What do you think, will they still counter this terran strategy?
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Guys PTR is down right? Any clue when it will be available?
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You can't do blink stalkers in pvp any more. Hello 3 gate robo - Hello again 4 gate
Disappointed in the patch
Fungal needed a bigger nerf, and neural now takes into account upgrades which makes infestors much stronger, despite the fact that people think it's a big nerf.
I wish they nerfed the 1/1/1 .... but at least now guardian shield WORKS AGAINST TANK SHOTS !!!! Also, immortals can shoot from farther so maybe a bit easier? Still the fundamental idea of trying to run through marines with an immortal is pretty silly.
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Seeker missle change is going to change terran air alot imo now vikings cant run from it.
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Doubt it. To lower level players something like a 5-10% reduction in infestor DPS or immortal range increase won't change anything as there's such huge flaws in their game that far far far outweigh something so comparatively minor.
Yeah... good point, there are definately serious flaws in my game and the people I play with, which probably outweigh any balance concerns.
It's just irritating to lose something every patch, just as a general principle... it's one of the drawbacks of playing a game casually which is primarly an esport- I'm sure if they were balancing for the lower-skilled players they wouldn't inflict these barrage of nerfs on one race, just because of the demoralizing affect it has..
I honestly wish they'd make two versions of the game, one for "serious" players and one for the less serious to play - I think it would work out better.
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