Patch 1.4 PTR Notes (updated 9/8) - Page 128
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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 | ||
hellraiser1110
Croatia70 Posts
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Lexpar
1813 Posts
On August 25 2011 21:50 TimeSpiral wrote: 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. I find your obvious Terran bias disturbing. Also, I'll pick up that bet! Do you have a steam account? Ill gift you a 5 dollar game if you win, you gift me a 5 dollar game if I win. To make it fun, the winner gets no input regarding what the 5 dollar game will be. Sound good? | ||
Denis Lachance
Canada162 Posts
Even as a zerg, I don't think The bfh and barracks nerf was so warranted (I obviously cant speak for toss) As BFH got more popular, I really really had a hard time beating terrans. But now I figured out a way to deal with it, and if blizzard adds a nerf on top of that.. It just feels like the success I'm having with fending off this type of pressure is going to be nullified by the fact that it's going to be a whole lot less powerful soon. | ||
Pwere
Canada1556 Posts
I still think mass overseer is gonna be a problem in ZvZ, and one more thing to encourage going mutas. | ||
Doz
United States145 Posts
As much as a I feel a zerg should be able to be punished for expanding before building any combat units, this change should decrease slightly the amount of pressure a terran can put on in the first 4 minutes | ||
han_han
United States205 Posts
Sorry for caps, but it was needed. I'm so happy that warm prism finally gets an outer layer of paper mache protection instead of just having 1! Immortal range increase is also very welcome, it'll definitely help them be more useful. I'm not too happy about the blink nerf, but it's not a big deal. I'm also very iffy on the barracks time increase. Why did that happen? | ||
Xahhk
Canada540 Posts
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ZidaneTribal
United States2800 Posts
nice to see immortal range increased though, immortals might get used more even in team games now | ||
tutsicockroach
United States57 Posts
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arbitrageur
Australia1202 Posts
On August 25 2011 22:19 Xahhk wrote: I don't get this at all, what match up were 7:10 blink stalkers breaking? It can actually be 6:45 for 1 base. I think it's more PvZ after forge FE. | ||
InsaniaK
Sweden120 Posts
So blizz nerfing rax building time? | ||
Roblin
Sweden948 Posts
On August 25 2011 22:14 hellraiser1110 wrote: I like the patch. Only thing that i don't like is the contamination energy nerf :/. All in all it's a great patch altough infestors won't be that great vs marines anymore and with medivacs even less. I'm wondering when is stim getting a nerf or marines/marauders, 8 of those ruin your whole base 8 lings don't, 8 roaches don't because they don't have stim and also medivac is on the tech path every time while ovie drops aren't, something needs to be done about that imo. ovy drops may not be on the tech path, but they are always available. all you need is a lair, and once upgraded you can drop not just 8 zerglings, but however many zerglings you want, I recommend 24 with some damage upgrades, thats few enough to not really damage your army in the mid-game, and many enough to completely shut down all production and kill buildings in a matter of 5-10 seconds. when you say "on the techpath" do you mean to say you want ovydrops to be required to get for optimal playing? this could be achieved by something like "ovy drops now make each overlord generate 10 supply instead of 8" but in my honest opinion as zerg, that would make zerg way overpowered. | ||
Spacedude
Denmark161 Posts
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SnuggleZhenya
596 Posts
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sylverfyre
United States8298 Posts
On August 25 2011 13:24 tehemperorer wrote: Totally unfucking-necessary nerf to blink... way to spend time on shitty unit (mothership), and zerg can tech switch/mass ultras faster... yeah great patch... 1 engagement, then remax on ultras in 55 seconds? ok... I'm not certain, but it seems like the blink nerf (and immortal buff, too) impacts PVP the most - the ultra-fast blink timing (where blink is done basically the same time warpgate is) wasn't particularly useful in PVZ or PVT. | ||
Sbrubbles
Brazil5775 Posts
On August 25 2011 22:21 Spacedude wrote: I fear that Blizzard might be rushing balance changes out before enough time has passed and the overall picture is more clear. They say the game is still quite 'soft' so I don't know how much I like them messing with the game. Everbody seem to have their own holy version of what needs to be done with the game, but let's hope Blizzard's decisions are solid, as solid as they can be in a dynamic game, that is. Each new patch will serve to undermind the solidity of game and the game will then have to 'earn' it again over time, but with HOTS coming out it doesn't matter much, I guess. Hmm, maybe that's why this is not an actual patch but something to try out on the PTR? | ||
Severedevil
United States4831 Posts
On August 25 2011 19:39 darkness wrote: I think PvP is going to be more about robo after these changes. That's just my guess though. Of course, "more about Robo" opens up the opportunity for Stargate play... | ||
Utinni
Canada1196 Posts
On August 25 2011 22:21 Spacedude wrote: I fear that Blizzard might be rushing balance changes out before enough time has passed and the overall picture is more clear. They say the game is still quite 'soft' so I don't know how much I like them messing with the game. Everbody seem to have their own holy version of what needs to be done with the game, but let's hope Blizzard's decisions are solid, as solid as they can be in a dynamic game, that is. Each new patch will serve to undermind the solidity of game and the game will then have to 'earn' it again over time, but with HOTS coming out it doesn't matter much, I guess. You answered yourself right at the end. There are two more expansions coming out so there is gonna be balance issues for years to come. Probably should get use to it hehe | ||
Rannasha
Netherlands2398 Posts
On August 25 2011 22:19 ZidaneTribal wrote: looks like a good patch, but why did it arrive a day before MLG raleigh? blizzard should have gave players some time to prepare for the changes nice to see immortal range increased though, immortals might get used more even in team games now The patch is on the test server only so far, it'll be a while before it hits the actual B.net servers. Possibly with some further tweaks. | ||
AmericanUmlaut
Germany2574 Posts
Resources spent repairing are now reported as resources lost when the repaired unit dies. Doesn't change gameplay in any way, but it makes the resources lost tab slightly more accurate in terms of showing how much investment has been lost. Also Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon. This makes me very sad. I love the blink/infinite lance visual. | ||
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