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Patch 1.4 PTR Notes (updated 9/8) - Page 134

Forum Index > Closed
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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
Phoobie
Profile Joined December 2010
Canada120 Posts
August 25 2011 14:23 GMT
#2661
As a Zerg player I agree with most of this patch.

but what i don't agree with are the changes to Fungal and Ultra.

Fungal damage is fine, what isin't fine is that units caught in a fungal are immobile and vulnerable to chain fungal to which they can't respond to. I would prefer if Fungal Reduced movement speed by 50% or something rather then a complete root effect.

15 seconds of the build time of Ultras is a BIG deal, won't lie, but i doubt we'll see a lot more use ou of them because the main problem with ultras is they're size/pathing as well as they're cost, they cost the same amount of minerals, gas and supply as a Colossus and yet even 10 ultras just disappear against enemy death and bio balls because of how damn good ghosts, marauders and Immortals are against ultras.

I would have preferred a reduction in Cost (both resource and supply), reduction in size allowing it to path better and maybe a little less damage vs Armored if the other changes prove to be too good.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-08-25 14:25:36
August 25 2011 14:23 GMT
#2662
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.


Don't go mass roach, immortals are not particularly good versus lings. Ghosts still take care of immortals easily.

On August 25 2011 23:23 Phoobie wrote:
As a Zerg player I agree with most of this patch.

but what i don't agree with are the changes to Fungal and Ultra.

Fungal damage is fine, what isin't fine is that units caught in a fungal are immobile and vulnerable to chain fungal to which they can't respond to. I would prefer if Fungal Reduced movement speed by 50% or something rather then a complete root effect.

15 seconds of the build time of Ultras is a BIG deal, won't lie, but i doubt we'll see a lot more use ou of them because the main problem with ultras is they're size/pathing as well as they're cost, they cost the same amount of minerals, gas and supply as a Colossus and yet even 10 ultras just disappear against enemy death and bio balls because of how damn good ghosts, marauders and Immortals are against ultras.

I would have preferred a reduction in Cost (both resource and supply), reduction in size allowing it to path better and maybe a little less damage vs Armored if the other changes prove to be too good.


If you do a quick switch to a ton of ultras at once the protoss is not going to have immortals if you're going something like ling/infestor. Immortals also take a good bit of time to build and only come out of the robo one at a time.
"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
Keyz1
Profile Joined March 2011
Canada94 Posts
Last Edited: 2011-08-25 14:35:16
August 25 2011 14:24 GMT
#2663
New Blue Flame Hellion input:
1 - The nerf will discourage Terran players from getting the upgrade more often unless they'll be doing a mech build. (This in vice versa will give away more of a mech build to the opponent when used.)
2 - There will be packs of a lot more BF Hellions for drone/probe/scv harrass. You'll never see less than 3 or 4.
3 - Fully shield regenerated probe will keep them alive from a hellion shot a second time around.
4 - Banelings can no longer be 2 shotted.
5 - Last and obviously, you need more than 2 Hellions shots to kill workers.

In general the nerf does balance the fact that opponents have more time to destroy hellions before their damage can be done. In the past they can destroy your whole economy and still get away with minimal losses.

New Fungal Growth input:

1 - Can't 2-shot Infestors in ZvZ anymore.
2 - Can't 1 shot lings in ZvZ anymore.
3 - Have to be more patient and precise vs Marines (2 perfect fungals for 60 damage vs 55 HP)
4 - Medivacs drops will do more damage vs Infestor play (They'll keep more marines alive)
5 - Four absolutely perfect fungals are now needed to kill stalkers (you'll never pull that off)
6 - Four absolutely perfect fungals are needed to ensure you kill a pack of Zealots.

In general the nerf is to encourage zergs to use it as a hold for a counter unit to do it's damage, rather than relying on the infestor alone to destroy protoss units and marines. It also makes ZvZ more interesting no doubt for sure.

My complaints:

No Hydralisk change and a unnecessary Immortal buff.
Warp Prisms are already overpowered (Drop 4 DTs and warp in units equivalent to the amount of gateways is already a guaranteed expo killer by itself. They are also impossible to catch with their speed upgrade.)

CurrrBell
Profile Joined March 2011
United States67 Posts
August 25 2011 14:25 GMT
#2664
Man.... Zergs are going to start crying again now that Infestors don't kill everything immediately. I also would've liked to have seen a better buff for the Ultralisk than less build time. All in all, though, great patch. It sounds like they were listening to that State of the Game episode lol.
Gobbles
Profile Joined August 2010
Canada91 Posts
August 25 2011 14:25 GMT
#2665
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.


I completely disagree, the Ultra's just got a huge timing buff, and unless someone goes mass immortal (which would be dumb) then there is not a huge change, just more immortal shots per battle. As well, they are a tank unit, if you go mass ultra with no backup you deserve to lose, make some hydra or muta or ling or.... you get the picture? Immortal could be OP? They got 1 range, that they desperately needed (coming from a Z player).
You already said spite
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 25 2011 14:27 GMT
#2666
Wow, these are MONEY changes. I love them all.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 25 2011 14:27 GMT
#2667
On August 25 2011 23:21 H0i wrote:
Show nested quote +
On August 25 2011 23:05 Atrimex wrote:
On August 25 2011 22:17 Doz wrote:
In case this hasn't been answered yet, the reason for the barracks change is due to the 11/11 rax and 12/14 rax builds in tvz.

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


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.


Don't be mean, its not the Zergs fault that they get PTSD everytime they gaet attacked before 90 drones :p
"Its easy, just trust your CPU".-Boxer on being good at games
Bobster
Profile Joined January 2011
Germany3075 Posts
August 25 2011 14:27 GMT
#2668
At least everyone watching the game should be happy with the Hunter Seeker buff - I know I'll enjoy the split-second micro that'll be necessary to save your targeted units. :D
Atrimex
Profile Joined July 2011
193 Posts
August 25 2011 14:28 GMT
#2669
On August 25 2011 23:13 lorkac wrote:
Oh no.... has goody seen this patch yet ;_;


Well GoOdy will be really pissed. It seems that every patch makes mech more and more unplayable.
EchoZ
Profile Blog Joined October 2010
Japan5041 Posts
August 25 2011 14:28 GMT
#2670
More mothership please :D
Dear Sixsmith...
Stiluz
Profile Joined October 2010
Norway688 Posts
August 25 2011 14:29 GMT
#2671
On August 25 2011 23:05 Atrimex wrote:
Show nested quote +
On August 25 2011 22:17 Doz wrote:
In case this hasn't been answered yet, the reason for the barracks change is due to the 11/11 rax and 12/14 rax builds in tvz.

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


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.


This is just a strawman. The "disturbance" is very slighly adjusted. It makes the pressure come a tiny bit later. It's still very viable and strong.
MageWarden
Profile Joined April 2011
United States95 Posts
August 25 2011 14:29 GMT
#2672
why bother getting BF for hellion drops now? Regular hellion damage w/o BF takes 3 shots to killa worker..
GG WP NO RE
s3183529
Profile Joined June 2011
Australia707 Posts
August 25 2011 14:30 GMT
#2673
I agree with everything, BUT the BLINK NERF. WTH? No Koreans complain about it, no foreign zergs, no foreign terrans complain about it. Fix it for what, for PvP? Why bother fix a mirror matchup anyway, PvP is fine the way it is just like ZvZ in Broodwar. Blink nerf only nerfs protoss in vP and vZ.
opm1s6
Profile Joined September 2010
United States42 Posts
August 25 2011 14:32 GMT
#2674
On August 25 2011 23:25 CurrrBell wrote:
Man.... Zergs are going to start crying again now that Infestors don't kill everything immediately. I also would've liked to have seen a better buff for the Ultralisk than less build time. All in all, though, great patch. It sounds like they were listening to that State of the Game episode lol.


Hopefully this will force me to go to tier 3 faster, because infestors essentially are going to become simply support. Army comp becomes even more important because your damage per gas spent is lower. Gas is now even more valuable. I'm actually fine with it against P, it's versus terran that I'm worried about it. They were the backbone to surviving the midgame and I'm going to have to get better to survive now. Just less room for error versus T. Sigh.
Rob28
Profile Joined November 2010
Canada705 Posts
August 25 2011 14:33 GMT
#2675
Finally a patch that doesn't nerf protoss to high hell...
"power overwhelming"... work, dammit, work!
GohgamX
Profile Joined April 2011
Canada1096 Posts
August 25 2011 14:35 GMT
#2676
Was wondering when blue flame was going to be fixed and Terran's my primary race lol
looking forward to the patch ^_^
Time is a great teacher, unfortunate that it kills all its pupils ...
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
August 25 2011 14:35 GMT
#2677
Loving this patch. Motherships as semi-viable, Immortals as genuinely good units, Protoss with drop capabilities, better Zerg scouting and less broken Infestors, nerfed BFH. Love it.
He drone drone drone. Me win. - ogsMC
Shotgun2
Profile Joined June 2011
Finland9 Posts
August 25 2011 14:35 GMT
#2678
wow now actually combat shield is useless in marine vs helion fights O.o Will take 3 shots to kill a marine with or without combat shield
HolydaKing
Profile Joined February 2010
21254 Posts
August 25 2011 14:36 GMT
#2679
poor goody =( i think no one else will be as much nerfed as him with this patch. he used to hellion drop quite damn often, which was also essential because meching is hard and should be even harder now!

still.... somewhat a good change. i do specially like the ultralisk change, although i am not quite sure if it will make them more useful.
Tenks
Profile Joined April 2010
United States3104 Posts
August 25 2011 14:37 GMT
#2680
On August 25 2011 23:24 Keyz1 wrote:
4 - Banelings can no longer be 2 shotted.



Why does everyone think Banes are light?
Wat
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