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Patch 1.4 PTR Notes (updated 9/8) - Page 13

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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
Sumwar
Profile Joined October 2010
Canada199 Posts
August 25 2011 01:34 GMT
#241
Most of these changes are great but I am confused about the infestor nerf, I'm a zerg player and I usually just go mutaling/baneling and maybe get infestors. Now I'm not sure if I want to build infestors, they may only make sense vs clumped marines from now on.
bittman
Profile Joined February 2011
Australia8759 Posts
August 25 2011 01:34 GMT
#242
Hmm, oddly I think I like almost all the patch notes. Though I think the Blue Flame nerf is unnecessary, I never saw a problem with being able to 2 shot scv's =/ Even though it's not a nice round number, they could easily nerf it to something like +7 instead, allowing 2 shot's to scv's still.

Immortal, Warp Prism, Seeker Missile, Fungal Growth, Ultra, Mothership Overseer cost and Ramp Vision changes I'm all happy with.

Barracks, Contaminate Cost, Blink Research Time and Blue Flame nerf are all...well...just so. Think some of them are pointless tbh =/
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
Thrill
Profile Blog Joined May 2007
2599 Posts
August 25 2011 01:34 GMT
#243
This is way overdoing it imo. It's like they're trying to please everyone. Hellion nerf is the only balance change i agree with and that's mainly 'cause the unit is stupid. Vulture requires heavy micro, hellion requires no micro (only proper movement past spine crawlers and such).

Warp prism 40-100? Overkill. Warp prism will now be the new forward pylon (and also high ground vision pre-colossus).

Fungal nerf is hardly a big change so won't address that.

Ultra buff is.. weird. Ultras as a utility defense option? :s Don't see the point of this.

Then a bunch of nerfs and buffs that all screw with established timings. Well, ok...
unit
Profile Blog Joined March 2009
United States2621 Posts
August 25 2011 01:34 GMT
#244
On August 25 2011 10:19 ranjutan wrote:
Huge patch.
I wonder what this will mean for PvP, it seems like blink builds will be much worse vs robo builds. Not sure why the blink change...

Nice to see them trying to make Ultras and Seeker Missile viable. : )

roboblink should remain strong though especially with the transition into zealot archon remaining unchanged
absalom86
Profile Joined April 2010
Iceland1770 Posts
August 25 2011 01:34 GMT
#245
Amazing patch. Nice to see Blizz have their finger on the pulse. No more dancing immortals in battles and blue flames a little less horrifying ( still pretty damn horrifying ). Seeker missiles can actually catch up to vikings now or am I mistaken ? Will add more depth to TvT.
Thief @ #teamliquid @ Quakenet
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
August 25 2011 01:34 GMT
#246
Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.


Very happy for this
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
nalgene
Profile Joined October 2010
Canada2153 Posts
August 25 2011 01:35 GMT
#247
3/3 blueflame hellions would now take 7-8 hits vs 3/3/3 zealots from 6 hits
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
August 25 2011 01:35 GMT
#248
so why the 2.953 for HSM? it must be faster than some unit now but which ones?
arto
Profile Joined April 2010
United States59 Posts
Last Edited: 2011-08-25 01:43:35
August 25 2011 01:35 GMT
#249
It should be interesting to see if people start getting +1 and pre-igniter so that hellions can 2 shot workers again.
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 01:35 GMT
#250
No nerf for proxy stargate all in... sad for me.

I wonder how much the barracks build time will fuck up all of my builds. I can understand the hellion thing (even though too drastic), but Barracks...jeez.
Lefthanded
Profile Joined August 2010
United States67 Posts
August 25 2011 01:35 GMT
#251
I think the blink change will be reverted...curious how everything else will play out though.
Papulatus
Profile Joined July 2010
United States669 Posts
August 25 2011 01:35 GMT
#252
Funny to see how Blizzard has no clue about their game. Ultralisk build time decrease? Really? Blink research time?

This is going to lead to blink stalker/immortal army in the ZvP late game and it will be unkillable. Blizzard is pretty dumb.
4 Corners in a day.
Ghoststrikes
Profile Joined February 2011
Canada1356 Posts
August 25 2011 01:35 GMT
#253
I love you Blizzard!
Never say die
Toadvine
Profile Joined November 2010
Poland2234 Posts
August 25 2011 01:35 GMT
#254
Protoss changes:

Immortal buff is awesome. It always felt like a really clunky unit with its large model, Dragoon AI and low range. Also helps vs the 1/1/1 a bit.

Mothership - whatever, who cares.

Warp Prism - It's a nice buff, but realistically it mostly helps with ferrying Templar around, since a Prism now takes 8 Viking shots to kill. Don't think it would mean a ton more drop play from Protoss though. Ultimately, the best dropship in the game won't help if you don't have a lot of good droppable units. Maybe Storm drops will increase in popularity, but that's it.

Blink - Not entirely sure what this is supposed to accomplish, but along with the Immortal nerf, it's going to change pvp massively. Robo openers with 6 range Immortals would reign supreme, so maybe we'd see more Phoenix play?
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
KingFranX
Profile Joined August 2011
Canada26 Posts
August 25 2011 01:35 GMT
#255
On August 25 2011 10:31 nvs. wrote:
Show nested quote +
On August 25 2011 10:31 KingFranX wrote:
I would have liked to have seen a increase in research time or something instead of a flat out nerf because hellions really aren't that strong after the early game..


What?

The constant threat of losing an entire mineral line in 1.5 seconds is strong from minute 1 to minute mined-out.


I disagree. In the later game a drop of 8 marines with stim is just as effective as 4 hellions. The problem was(for zerg) in the early game where a few blue flames could run right through to their drone lines and roast workers. Also that drop play with marines on the high ground and hellions on the low ground was hard to deal with without roaches early game. Mid-Late game hellions become less and less scary
Everything went better then exception
mtn
Profile Blog Joined August 2011
729 Posts
August 25 2011 01:35 GMT
#256
On August 25 2011 10:35 JoeSchmoe wrote:
so why the 2.953 for HSM? it must be faster than some unit now but which ones?


Any unit probably that doesnt use stim.

You could outrun it, but probably no more ;]
branflakes14
Profile Joined July 2010
2082 Posts
Last Edited: 2011-08-25 01:36:43
August 25 2011 01:36 GMT
#257
On August 25 2011 10:35 JoeSchmoe wrote:
so why the 2.953 for HSM? it must be faster than some unit now but which ones?


Stalker - 2.9531
Viking - 2.75 (the biggie here)
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
August 25 2011 01:36 GMT
#258
well now blue flames will take 3 shots to kill a worker?

and fungal nerf, thank god
OlorinTheWise
Profile Joined May 2010
United States173 Posts
August 25 2011 01:36 GMT
#259
On August 25 2011 10:17 Lunit wrote:
I seriously cant see blue flame being decreased that much, i can see it being decreased but i feel thats a little over board


The reason for it being that specific number is that two Hellions with blue flame will now do 38 damage to light; not enough to kill a worker, but still enough to one-shot Zerglings.
"Evil, be thou my good."
Psycosquirrel
Profile Joined October 2008
United States161 Posts
Last Edited: 2011-08-25 01:39:26
August 25 2011 01:36 GMT
#260
Heres my toss 2c.

Love seeing the immortal range buff. I really feel like this unit has a lot of potential to help out the misery of PvP, and that short range really hindered it.

Blink is maybe a touch too strong, but I dont know how changing its timing helps. Probably better to increace the cooldown.

Mothership lag being removed obviously is good.

Warp prisms may have too much health now, but they still dont have anything good to drop for harass, asside from late game storm drops. Like to see it though.

Rax build time is now in line with the gateway build time, but im not sure what the idea of this change is. I guess it slows down rax cheese against zerg, but I don't feel like the 5s will help a ton. I've always heard its more the uncertainty of the 2 rax thats the danger.

BFH nerf had to happen, 'nuff said.

Overseer and ultralisk changes are excellent. The nerf to fungal growth is small enough where I dont think it will greatly influence the use of infestors, but the mass fungal will be less effective.

Forgot the range up ramps thing; This is really really interesting. Probably will really weaken any kind of wall, and may return PvP to the cheese-4-gate days.
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