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
Canada199 Posts
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bittman
Australia8759 Posts
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 =/ | ||
Thrill
2599 Posts
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
United States2621 Posts
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
Iceland1770 Posts
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Dalguno
United States2446 Posts
Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders. Very happy for this ![]() | ||
nalgene
Canada2153 Posts
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JoeSchmoe
Canada2058 Posts
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arto
United States59 Posts
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SemperSC
Canada117 Posts
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
United States67 Posts
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Papulatus
United States669 Posts
This is going to lead to blink stalker/immortal army in the ZvP late game and it will be unkillable. Blizzard is pretty dumb. | ||
Ghoststrikes
Canada1356 Posts
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Toadvine
Poland2234 Posts
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? | ||
KingFranX
Canada26 Posts
On August 25 2011 10:31 nvs. wrote: 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 | ||
mtn
729 Posts
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
2082 Posts
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
Portugal1049 Posts
and fungal nerf, thank god | ||
OlorinTheWise
United States173 Posts
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. | ||
Psycosquirrel
United States161 Posts
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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