I think the blink nerf comes for pvp as well. Buffing inmortal and nerfin blink would give a better chance of going robo against blink builds.
Patch 1.4 PTR Notes (updated 9/8) - Page 133
Forum Index > Closed |
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 | ||
andiCR
Costa Rica2273 Posts
I think the blink nerf comes for pvp as well. Buffing inmortal and nerfin blink would give a better chance of going robo against blink builds. | ||
Bagi
Germany6799 Posts
Does it mean I can place marines a bit lower on the ramp and incoming zerglings wont see them? Or if the zergling gets midway up the ramp, it'll see less? | ||
s3183529
Australia707 Posts
On August 25 2011 23:02 ClueLessx3 wrote: So how do you get HT with just Twilight council? Besides i'm assuming you want storms unlocked for HT as well, that's another 110 sec to research + warping waiting time since KA was removed. We just don't have enough time to get all that while maintaining a healthy army. I think he is trolling (or just trying to get attention) so i'm going to stop feeding him, after this post. Ask Liquid Tyler v 111 against Bomber. Changes should be made for Koreans, not foreigners! | ||
tRunXs
United States8 Posts
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pallad
Poland1958 Posts
True ![]() | ||
Heavenly
2172 Posts
On August 25 2011 23:07 Bagi wrote: I'm not sure I understand this ramp change correctly. Does it mean I can place marines a bit lower on the ramp and incoming zerglings wont see them? Or if the zergling gets midway up the ramp, it'll see less? Stops above ramp warp-ins and being able to blink up over forcefields near the bottom of the map I believe. Huge nerf to 4gate and a big one to blink. I think this and the 30 seconds nerf will completely kill blink openers in PvP, especially with the immortal buff. Looks like it's good old colossi wars from here on in. Maybe immortal/phoenix will become popular but 6 colossi still destroy anything on the ground. | ||
lorkac
United States2297 Posts
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ravemir
Portugal595 Posts
Wait, does this mean that fungalled units can board medivacs now? | ||
Gobbles
Canada91 Posts
On August 25 2011 23:11 Heavenly wrote: Stops above ramp warp-ins and being able to blink up over forcefields near the bottom of the map I believe. Huge nerf to 4gate and a big one to blink. I think this and the 30 seconds nerf will completely kill blink openers in PvP, especially with the immortal buff. Looks like it's good old colossi wars from here on in. I think you missed the big picture here. They BUFFED warp Prism and they BUFFED Immortal, ever seen an immortal vs a colossus? This means toss's will have positional battle dropping immortals to kill col's. Thus LOWERING the colossus battles. Quick edit: There has been attempts at dropping immortals to kill col's already but the prism's were SOOO weak it made it impossible (or way to risky). | ||
Heavenly
2172 Posts
On August 25 2011 23:14 Gobbles wrote: I think you missed the big picture here. They BUFFED warp Prism and they BUFFED Immortal, ever seen an immortal vs a colossus? This means toss's will have positional battle dropping immortals to kill col's. Thus LOWERING the colossus battles. Quick edit: There has been attempts at dropping immortals to kill col's already but the prism's were SOOO weak it made it impossible (or way to risky). That sounds very viable versus one base colossi but I think it'll start shifting into something like 1gate robo into 3gate robo into expand into colossi tech with blink stalker support. There will be more expansions in PvP probably which is cool but I think it'll still be colossi-focused since in high numbers they take out anything on the ground quickly, maybe double robo colossi even. I edited to say that phoenix/immortal might become a popular strategy but I'm not certain. As a side note I think hallucination will become more common to use hallu phoenixes to scout since its almost impossible to scout with an obs if they have an obs waiting | ||
ComaDose
Canada10352 Posts
Attack upgrades are now retained by units controlled by Neural Parasite. This is a pretty sweet buff.. colossus do more etc. | ||
s3183529
Australia707 Posts
Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack. + Immortal range. I think Protoss can probably deal with 111 now, since Immortal now is more useful vs tank, and guardian shield can protect immortal, zealot and stalkers better from tank shots. Anyway, we gotta see how it actually turns out in GSL though. Any thought? | ||
LilClinkin
Australia667 Posts
On August 25 2011 23:04 Velr wrote: AHM..... The Reaver Was fucking expensive and basically not useable whiteout a Shuttle (which did nothing expect transporting) a 2 Reaver drop, with slow shuttles, cost you 600/200 (whiteout Buildings/Tech) and when killed was a HUGE loss.. And you probably would like to have shuttlespeed and ideally scarab damage upgraded. He came from a building that produced only shuttles (and with an extra building observers) and needed also extra building. Oh, the Shuttle did actually nothing more than "shuttle" units... Oh, there were also Terrors that could kill that thing in a second when you did not watch for a sec. The Hellion Is a friggin cheap mineral sink thats blazing fast. He does not need a dropship to work (but it helps) and the Dropship can heal Biounits. Is pretty early in the standard Techtree that you want in basically every game except when your cheesing heavy. Ahem The hellion with BF upgrade is a significant cost to terran. Requires techlab and research time which could have instead been spent on siege tech or getting a starport. Hellions suck in a straight-up fight against most units. Even a sentry beats a hellion 1v1. Their saving grace is the fact they can be upgraded to own light units. The problem with BFH nerf against workers is now 3 are required to 1shot them after BFH...but 3 shots will kill a worker even without BFH. So why would any one upgrade BFH? If you imagine 3 hellions trying to stack their damage onto a single overlapping point, their potency is greatly reduced compared to the overlap of 2 hellions. As for the performance of hellions against other light units (zealots, marines, zealots): Marines rape hellions in a straight up fight, good micro is required to get marines into a bad formation to 1shot them with BFH. This effect will be greatly reduced due to nerfed BFH. Zerglings vs hellions: Zerglings hold their own against BFH on creep if microed to surround correctly. Zerglings own non BFH hellion and with nerfed BFH they will still own. Zealots...with charge, pretty much the same as zerglings. Slightly slower, but much tankier. They will cost-effectively own nerfed BFH hellions, and require no micro to do so. If blizzard were truly so concerned about the hellion owning workers, why not change worker armor from light to normal? It would interfere with baneling and reaper damage...I wouldn't be happy, but it's better than destroying the identity of the hellion. | ||
Iroh
England48 Posts
On August 25 2011 23:14 Gobbles wrote: I think you missed the big picture here. They BUFFED warp Prism and they BUFFED Immortal, ever seen an immortal vs a colossus? This means toss's will have positional battle dropping immortals to kill col's. Thus LOWERING the colossus battles. Quick edit: There has been attempts at dropping immortals to kill col's already but the prism's were SOOO weak it made it impossible (or way to risky). Watching White-ra try this made me nerdgasm. Drop/robo play will become massive, and hopefully a way of getting to 2 base will come out of this. If it does then I think PvP could become very interesting and in my eyes, make it fun! | ||
Heavenly
2172 Posts
On August 25 2011 23:18 s3183529 wrote: After seeing This Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack. + Immortal range. I think Protoss can probably deal with 111 now, since Immortal now is more useful vs tank, and guardian shield can protect immortal, zealot and stalkers better from tank shots. Anyway, we gotta see how it actually turns out in GSL though. Any thought? Not sure. I don't think that is a particularly noteworthy buff because guardian shield is best against rapid, low-damage attacks like marines and siege tanks are high damage, low firing rate. Immortal buff might help a good bit but it's not like marines don't slaughter them. Hard to say because +1 range is a lot, that + massive made archons so much better. | ||
CodECleaR
United States395 Posts
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H0i
Netherlands484 Posts
On August 25 2011 23:05 Atrimex wrote: But now zerg can macro up without any disturbance. Terra will loose the early midgame advantage and dont get any late game buff for it. Welcome to PvZ. | ||
Gobbles
Canada91 Posts
On August 25 2011 23:20 Iroh wrote: Watching White-ra try this made me nerdgasm. Drop/robo play will become massive, and hopefully a way of getting to 2 base will come out of this. If it does then I think PvP could become very interesting and in my eyes, make it fun! Yeah I loved it too, I tried it myself but losing immortals in a paper plane was wayyy to frustrating! White-Ra is the man! | ||
R4TM
Brazil140 Posts
The other changes are cool, this patch gives a lot of modifications though some major stuff was left aside. | ||
Existor
Russian Federation4295 Posts
On August 25 2011 23:21 R4TM wrote: Seriously i want to see how immortals will be now... i have a feeling it will be a bit overpowered now, for terrans and for Zerg, Ultras will be "useless" in TvZ, lets see, no change in the hidra? fail The other changes are cool, this patch gives a lot of modifications though some major stuff was left aside. With nerfed anti-air infestor, hydra will be more usable. Now it's need ONE more fungal to kill Vikings, mutalisks and many other units. | ||
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