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Patch 1.4 PTR Notes (updated 9/8) - Page 127

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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 13:00 GMT
#2521
On August 25 2011 21:54 kuroshiro wrote:
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

Random advantages suck I'd prefer high-ground gave a bigger advantage, but no randomness plz.
Playerone111
Profile Joined January 2011
39 Posts
August 25 2011 13:01 GMT
#2522
On August 25 2011 21:59 Loodah wrote:
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.

i wanna see this -1 vision ingame, i hope there will be no longer warping over force fields >_>
TheRooster
Profile Joined February 2011
Sweden719 Posts
August 25 2011 13:01 GMT
#2523
really good patch like every change
<3 Startale <3 Naniwa <3 Squirtle <3 Parting <3 sOs <3 Life <3 Leenock <3 Bomber <3 Mvp <3 Gumiho
Binabik
Profile Joined January 2011
Germany686 Posts
August 25 2011 13:01 GMT
#2524
On August 25 2011 21:55 darkness wrote:
When a Terran goes no gas exp, the usual counter is blink stalkers. What do you think, will they still counter this terran strategy?

The all-in is going to be weaker in the future, the Blink-Expand won't be affected by it that much. It's mostly a PvP change.
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
August 25 2011 13:02 GMT
#2525
oh well back to mutas
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
Weasel-
Profile Joined June 2009
Canada1556 Posts
August 25 2011 13:04 GMT
#2526
Hellion nerf seems excessive, and I can't believe they aren't doing anything about EMP. With this immortal buff, EMP will be relatively stronger than it is now.
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
August 25 2011 13:05 GMT
#2527
is the mothership acceleration change make it more viable or is it just arbitrary?
for there to be pro there has to be noob.
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
August 25 2011 13:05 GMT
#2528
On August 25 2011 21:50 TimeSpiral wrote:+ Show Spoiler +

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.

Operg? really?! If you are gonna be like that at least go for the obvious EZerg >_<
Zorkmid
Profile Joined November 2008
4410 Posts
August 25 2011 13:05 GMT
#2529
On August 25 2011 21:47 arbitrageur wrote:
Show nested quote +
On August 25 2011 21:43 Zorkmid wrote:
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.)


No you don't. Queens spores and a couple infestors are much more cost effective.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
August 25 2011 13:06 GMT
#2530
It sounds amazing all round, if it all pans out as expected. Later blink and hopefully the ramp change means forcefields can block blink ups sensibly now. Blizard went into boss mode for this one. (they didn't even buff rocks)
我的媽和她的瘋狂的外甥都
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
August 25 2011 13:08 GMT
#2531
When is the patch coming out?
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
superarmy
Profile Joined October 2010
New Zealand422 Posts
August 25 2011 13:08 GMT
#2532
This patch is incredible, can't wait to play it
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 25 2011 13:09 GMT
#2533
On August 25 2011 19:55 leveller wrote:
I dont get why blizzard sometimes do too drastic changes immediately, like making overseers 50 gas instead of 75, and similar for other situations. Now dts will be much worse vs zerg because it doesnt matter that you force them to make lots of overseers.

Well for Zergs this makes speed upgrade for overlords almost useless unless you want to do bling bombs or doom drops.
Jomppa
Profile Joined July 2011
1225 Posts
August 25 2011 13:09 GMT
#2534
"Warp Prism
Shields increased from 40 to 100."

White-Ra is gonna love this.
Loodah
Profile Blog Joined December 2010
335 Posts
August 25 2011 13:09 GMT
#2535
I don't get why people hate blink stalkers so much in pvp.... quite frankly I'd much rather have strong blink plays than generic 3 gate Robo into colossus wars... seriously gonna be a terrible patch for pvp...

Also pvz is still going to be broken with stronger Neural parasite with the tiny nerf on fungal = /

1:1:1 wasn't really changed at all. Seriously so dumb
UnholyRai
Profile Joined September 2010
720 Posts
August 25 2011 13:09 GMT
#2536
still need nerfs to ghosts and further nerfs to infestors
Gogo Grubby.
Vapaach
Profile Joined February 2011
Finland994 Posts
August 25 2011 13:12 GMT
#2537
This patch looks amazing : O

I am a bit weirded out by the barracks build time and blink stalker nerf though. I guess this is to make pvp less blink heavy and nerf 2 rax a bit?
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-08-25 13:16:03
August 25 2011 13:12 GMT
#2538
On August 25 2011 22:05 Zorkmid wrote:
Show nested quote +
On August 25 2011 21:47 arbitrageur wrote:
On August 25 2011 21:43 Zorkmid wrote:
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.)


No you don't. Queens spores and a couple infestors are much more cost effective.


Well, sorry that's my conception of ZvZ at the moment. That's all I meant - didn't mean to say it as actual fact even though I didn't explicitly say it was my personal opinion and not something I thought of as objectively true. How do you approach the midgame without Hydras against infestor based play? PS I play in high masters on Korea, which IS actually relevant in a discussion about the "best" way to play.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 25 2011 13:13 GMT
#2539
On August 25 2011 22:09 -Archangel- wrote:
Show nested quote +
On August 25 2011 19:55 leveller wrote:
I dont get why blizzard sometimes do too drastic changes immediately, like making overseers 50 gas instead of 75, and similar for other situations. Now dts will be much worse vs zerg because it doesnt matter that you force them to make lots of overseers.

Well for Zergs this makes speed upgrade for overlords almost useless unless you want to do bling bombs or doom drops.


What... speed for ovies is still good regardless of overseer cost. Without speed you won't save overseers so it's still good to sac overlords instead. Drops are good even if they not doom drop or banes. You want to get speed for better over pooping. Only thing that is different is now you can use overseers to scout certain timings for cheaper
Musashi23
Profile Joined May 2011
Czech Republic8 Posts
August 25 2011 13:14 GMT
#2540
(((o(*゚▽゚*)o)))

Momaship buff? hell yeah!


( ̄▽ ̄)
get to tha chopaaaaa ¯\_(ツ)_/¯
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