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Patch 1.4 PTR Notes (updated 9/8) - Page 131

Forum Index > Closed
9040 CommentsPost a Reply
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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
ReturnStroke
Profile Blog Joined July 2011
United States801 Posts
August 25 2011 13:50 GMT
#2601
This is a pretty huge patch.. wowsers
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-08-25 13:52:34
August 25 2011 13:51 GMT
#2602
On August 25 2011 22:38 Moochlol wrote:
Show nested quote +
On August 25 2011 22:35 Yaotzin wrote:
On August 25 2011 22:32 Moochlol wrote:
As far as 1/1/1. Only morons belive that is that OP. 1 gate Robo, allows you to confirm that build very quickly, which in turn allows you to rush to HT. 4 storms+feedback RAPE that garbage.

Uh no, that's just not possible, sorry.


Oh really explain why, because I have seen that build get raped time and time again. Liquid tyler suggested 1 gate robo, and it works well. Are you better than liquid tyler? Explain why it doesnt work.


Lol, you expect to have one gate robo into twilight council into templar archives into storm into four high templar having storm by the time the attack hits? Are you playing on maps with rich vespene geysers in your main? What if they make four banshees and since you have no stalkers due to this massive gas cost you have to feedback them and are just left with zealots and no storm? And lol LiquidTyler said "be safe with your scouting and progress into a normal midgame" which makes no sense in context of 1-1-1 because you have to be greedy to stop it and even when scouted it doesn't matter. If LiquidTyler played some PvT on the Korean server he would change his mind quickly. I remember watching him stream like a month ago and he seemed completely baffled about baneling drops on his army like he had never seen them before. He's just not up to date with the game anymore.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
H0i
Profile Joined October 2010
Netherlands484 Posts
August 25 2011 13:51 GMT
#2603
How about making carrier build time 55 seconds as well?
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 13:51 GMT
#2604
What do you people mean by "rushing" patches?

The last major balance change was FIVE MONTHS AGO.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-08-25 14:02:44
August 25 2011 13:51 GMT
#2605
edit: where the f@#k is my brain this morning
Administrator
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 25 2011 13:51 GMT
#2606
On August 25 2011 22:46 FeeL_ThE_RusH wrote:
Show nested quote +
On August 25 2011 22:41 TimeSpiral wrote:

(4) Nerfing blue flame's damage buff by 50% is a huge nerf. Really, we're paying 150/150 and using 110 seconds of factory tech time to get +5 versus light units? Rofl.



It's a big nerf yes, but anything less than that wouldn't have been a nerf at all since 2 hellions would still 1-shot groups of probes & drones, which I would imagine is the intended purpose of the nerf.


It's a "Now includes 50% less!" troll-sale on Infernal Pre-Igniters in all your local Wal-Marts. If the Buff is necessary because Helion harass is too god, chop the price back a little bit, make it closer to a giveaway, like C-Shells, or Warpgates.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 25 2011 13:52 GMT
#2607
On August 25 2011 22:48 chestnutman wrote:
I dont think the 2 rax was that strong anymore in tvz, except for close positions. Which makes me feel blizzard tries to balance the game for their own ladder maps. I dont know if I agree with that since all those close posi shenanigans have already been removed from tournaments.
Apart from that the changes seem pretty reasonable, especially the protoss buffs. I wonder how much of a difference the infestor nerf will really make in that broodlord infestor zvt lategame composition.


They have already said that Close positions are a problem and will prob get removed next season. And tell Nestea and Losira that Bunker rushes are not an issue >_>

I mean its not a gigantic nerf overall but it will give the Zerg and to a lesser extent P some extra breathing room. I still think that 2 rax was not a huge issue anymore but I guess Blizzard thought Zerg needed a little more time.

"Its easy, just trust your CPU".-Boxer on being good at games
LilClinkin
Profile Blog Joined May 2007
Australia667 Posts
August 25 2011 13:52 GMT
#2608
Hellion nerf is woeful, why are so many people complaining about BFH? Compare to bw, you had reavers, storm drops, lurker spines, all of which decimated worker lines at all stages of the game. With a little bit of sim-city and map awareness, BFH carnage on workers is largely negated.

I can just imagine the rage of players in sc2 if the lurker were present. "Zerg has a unit which can be invisible and 2-shot workers with a range twice as long as the hellion attack? NERF THAT **** ASAP!!!"
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
August 25 2011 13:52 GMT
#2609
On August 25 2011 22:51 SafeAsCheese wrote:
What do you people mean by "rushing" patches?

The last major balance change was FIVE MONTHS AGO.


Haha, this is such a good call.
[15:15] <Palmar> and yes marv, you're a total hottie
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
August 25 2011 13:53 GMT
#2610
On August 25 2011 10:19 prOxi.swAMi wrote:
I don't understand the increase in barracks time 60 to 65... anyone?



Well they made a mistake, its supposed to say "Bunker" not "Barracks" lol jk.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Moochlol
Profile Joined August 2010
United States456 Posts
Last Edited: 2011-08-25 14:07:44
August 25 2011 13:53 GMT
#2611
On August 25 2011 22:51 Heavenly wrote:
Show nested quote +
On August 25 2011 22:38 Moochlol wrote:
On August 25 2011 22:35 Yaotzin wrote:
On August 25 2011 22:32 Moochlol wrote:
As far as 1/1/1. Only morons belive that is that OP. 1 gate Robo, allows you to confirm that build very quickly, which in turn allows you to rush to HT. 4 storms+feedback RAPE that garbage.

Uh no, that's just not possible, sorry.


Oh really explain why, because I have seen that build get raped time and time again. Liquid tyler suggested 1 gate robo, and it works well. Are you better than liquid tyler? Explain why it doesnt work.


Lol, you expect to have one gate robo into twilight council into templar archives into storm into four high templar having storm by the time the attack hits? And lol LiquidTyler said "be safe with your scouting and progress into a normal midgame" which makes no sense in context of 1-1-1 because you have to be greedy to stop it and even when scouted it doesn't matter. If LiquidTyler played some PvT on the Korean server he would change his mind quickly. I remember watching him stream like a month ago and he seemed completely baffled about baneling drops on his army like he had never seen them before. He's just not up to date with the game anymore.


No infact you go 1 gate robo, nexus, gate gate twilight, HT archives and then as many gates as u can afford usually 1 or 2 more. you can have an archon or so a good amount of zealot 4 HT some stalker and an immortal. I dont see the problem.

Edit; forgot HT archives =p.
blaaaaaarghhhhh
purecarnagge
Profile Joined August 2010
719 Posts
August 25 2011 13:54 GMT
#2612
Just wondering but do you guys think the blink change was to allow more time for immortal to get out... to help change the pvp matchup and give more options other than what we have typically seen up to date.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 25 2011 13:54 GMT
#2613
On August 25 2011 22:51 SafeAsCheese wrote:
What do you people mean by "rushing" patches?

The last major balance change was FIVE MONTHS AGO.


Uhhh, because some of the stuff nerfed had only begun to see use? Like BFH?

"Its easy, just trust your CPU".-Boxer on being good at games
AndrewZorn
Profile Joined November 2010
United States56 Posts
Last Edited: 2011-08-25 13:57:18
August 25 2011 13:55 GMT
#2614
I think it's only fair to lower the cost of Infernal Pre-Igniter, then. 150/150 to still require the same number of volleys on the units they are used best against? This upgrade costs more than Siege Mode... even if you think it is still worth it, that's a big investment for +5 damage.

I feel like the Hellion has now joined the Reaper for "units that won't usually be used past the start of the game".

On the Reaper, it would be awesome if they made the grenade attack usable on massive units, or something that would allow you to see them fielded after the 5min mark.

EDIT and why no close-spawn or pylon-block changes to the maps? During the last official Blizzard tournament, they were using the maps with the neutral supply depots at the bottom. So they admit it's fair, but refuse to change the ladder maps. Absurd.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 25 2011 13:55 GMT
#2615
On August 25 2011 22:44 DminusTerran wrote:
Seeker missile 2.953 speed vs Viking 2.75 air speed. Looks like people are going to have to learn how to split if they want to have air control in tvt.

If they had given hydra's back their 10 more health from the beta, this would probably end up being the last balance change this game would need before hots.

Problem is still range. I love that they are making raven more viable, but with 6 range, I surely wont be going for them in TvZ, since NP with it's 9 range is just way to dangerous.
For TvT, with PDD protection it might be interesting, for TvP... will be interesting, I see it as possible, but phoenix are still a huge danger along with colossi for rine protection *maybe* rine + raven + viking?
zarepath
Profile Blog Joined April 2010
United States1626 Posts
August 25 2011 13:55 GMT
#2616
Man, we'd better talk about 1/1/1! I don't read enough about it already in every single other thread in the forum!
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
FeeL_ThE_RusH
Profile Joined February 2010
Ireland227 Posts
August 25 2011 13:56 GMT
#2617
On August 25 2011 22:51 TimeSpiral wrote:
Show nested quote +
On August 25 2011 22:46 FeeL_ThE_RusH wrote:
On August 25 2011 22:41 TimeSpiral wrote:

(4) Nerfing blue flame's damage buff by 50% is a huge nerf. Really, we're paying 150/150 and using 110 seconds of factory tech time to get +5 versus light units? Rofl.



It's a big nerf yes, but anything less than that wouldn't have been a nerf at all since 2 hellions would still 1-shot groups of probes & drones, which I would imagine is the intended purpose of the nerf.


It's a "Now includes 50% less!" troll-sale on Infernal Pre-Igniters in all your local Wal-Marts. If the Buff is necessary because Helion harass is too god, chop the price back a little bit, make it closer to a giveaway, like C-Shells, or Warpgates.


It's not like 150/150 is a bad price for +5 dmg to light units on a unit(MINERAL ONLY) that has an AOE attack. You're just mad because it was once +10 damage. Maybe given what the upgrade did before this prospective change the cost should have been higher than it was.
#starcraft.ie on Quakenet, Irish SC2ers assemble
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
August 25 2011 13:56 GMT
#2618
I'm happy with all of these changes except for the fungal change and maybe the blink research time increase.

The fungal change to me just feels like fungals still going to own in ZvZ but it's just going to harm a lot of builds in ZvP and ZvT. Don't like this change.

I don't see what's wrong with blink research at the moment either.
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
August 25 2011 13:57 GMT
#2619
On August 25 2011 22:51 wo1fwood wrote:
Show nested quote +
On August 25 2011 22:48 Belial88 wrote:
So how exactly does the FG nerf work?

I know a lot of people are saying "LOL SEE INFESTOR OP ROFL" but according to a lot of people's analysis, the infestor still kills most units in the same shots (particularly Protoss units).

What is the reason behind the FG nerf? It seems they didn't think (and I agree) it was OP in ZvP, but I imagine this affects ZvT? In which case, infestors were never a problem in that match-up - yes, it's annoying to get your marines fungalled, but good Zerg's didn't rely on infestors in that match-up but still used ling/bane/muta.

Mentioned a little earlier in the thread, but in ZvZ, infestors no longer one shot lings

Mentioned a little earlier in the thread, but in ZvZ, infestors never one shot lings.
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2011-08-25 14:07:21
August 25 2011 13:57 GMT
#2620
On August 25 2011 21:32 Zorkmid wrote:
Will 2 fungals still kill marines?


Yes it will , but now if marines have medivac close , many more marines will surviwe the 2 fungal , that before the patch.


Ultralisk
Build time decreased from 70 to 55.

This is imo HUGE buff ! , i lose so many games just because Ultras dont come in time from larvas..:D

Overseer
Morph cost decreased from 50/100 to 50/50.

Im really happy of cost change for overseer , in early game when you just got lair 100 gas was big deal , not zerg got faster scout options :D

Really like blink nerf to , its very hard to def blink rush by zerg if toss , have good blink micro. Good change imo

Barrack change.. i learn to def x2 rax rushes , so i dont care , but it help lower skilled players to def vs it.

General
Unit vision up ramps has been reduced by 1.

THIS IS HUGE! , like someone before post for example 2 queen blocking ramp can now hit hellions , hit for hit.

I dont get just one thing .. why this is NOT in balance changes ?
Issuing new orders to charging zealots will cause them to lose the charge buff. This really nerf charge zelots :D
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
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