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Patch 1.4 PTR Notes (updated 9/8) - Page 135

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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
jojoleb
Profile Joined April 2010
Lebanon180 Posts
August 25 2011 14:39 GMT
#2681
why the infestor nerf !! i think its the only good unit thats available for zerg mid-game and they are only fully used by very high level players !!
i hope they reconsider the infestor nerf !!. nerf it. but not that much !!
in fact it can use a buff (maybe more HP)
sanitzerG
Profile Joined August 2011
United States4 Posts
August 25 2011 14:40 GMT
#2682
o Overseer

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

+ Contaminate energy cost increased from 75 to 125.


Given the cost buff, energy cost change was neccessary. 3 overseers for only 150/150 would shut down an enemy hatch in ZvZ. Overseer builds would be too strong. 125 energy cost makes this less viable. Maybe it only needs to be 100 energy though? We'll see

windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 25 2011 14:40 GMT
#2683
Also, all the people wanting TvT to go back to BioMech makes me sad Yes, even Thorzain.

I still think Mech will be good, hopefully mech stays as a good option.

Welp its not like BioMech instantly lost to Mech anyways I just found it weird that people are celebrating that Mech will go back to ¨normal¨
"Its easy, just trust your CPU".-Boxer on being good at games
ThanksALot
Profile Joined July 2011
United States35 Posts
Last Edited: 2011-08-25 14:42:25
August 25 2011 14:41 GMT
#2684
As a high diamond Terran I like the changes - blue flame nerf might be a little too harsh; I really do not see any reason to get it until super late game after the change. You will need a pretty high helion count for the damage increase to really matter considering red and blue flame will be killing workers at the same general rate. However, blue flame was too strong so overall it is a good change.

Infestor nerf was needed, immortal buff was needed (should help with 1-1-1 some).

Buff to ultras could be interesting - I think ultra tech switch will be the new late game TvZ.

Only issue is the rax build time - this makes proxy warp gate rushes too good imo. I would prefer increase building time on bunker (lol) because I do think 11-11 rax is too strong vs zerg.
ampson
Profile Blog Joined January 2011
United States2355 Posts
August 25 2011 14:41 GMT
#2685
On August 25 2011 23:24 Keyz1 wrote:

4 - Banelings can no longer be 2 shotted.
5 - Last and obviously, you need more than 2 Hellions shots to kill workers.



Banelings were never light, and you can still 2 shot probes, as long as none of their shield regens.
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
August 25 2011 14:42 GMT
#2686
On August 25 2011 22:01 Binabik wrote:
Show nested quote +
On August 25 2011 21:55 darkness wrote:
When a Terran goes no gas exp, the usual counter is blink stalkers. What do you think, will they still counter this terran strategy?

The all-in is going to be weaker in the future, the Blink-Expand won't be affected by it that much. It's mostly a PvP change.

I think Blink is mostly to help out zergs as some two base blink builds are really abusive vs zerg.
It does hurt PvP though, which is sad since Blink micro was great to watch.
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
Last Edited: 2011-08-25 14:49:15
August 25 2011 14:42 GMT
#2687
On August 25 2011 23:24 Keyz1 wrote:
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.)




1. Banelings never were 2 shotted by blue flame hellions they are not light units. Only biological.

2. NVM I made a mistake.
3. Fungal growth did not 1 shot lings, the lings will regenerate just enough HP to survive.

4. Since fungal still only takes 2 shots to kill a marine. Marine drops will NOT be more effective vs Infestors. Since the medivac still only heals 1 marine. 1 marine will survive, as was the case before.

5. It takes will after this patch take 5 fungals to kill zealots NOT 4.

All it takes is some simple math....
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2011-08-25 15:07:19
August 25 2011 14:43 GMT
#2688
On August 25 2011 23:29 MageWarden wrote:
why bother getting BF for hellion drops now? Regular hellion damage w/o BF takes 3 shots to killa worker..


Normal AND blueflame Hellions 3-shot probes and drones, but normal Hellions 4-shot SCVs
ilikeLIONZ
Profile Joined November 2010
Germany427 Posts
August 25 2011 14:45 GMT
#2689
it's the first patch that doesn't nerf smth of protoss, right? awesome.. it was about time for a small buff..
i don't know how much impact the immortal range buff will have, but i doubt that it will be huge like the roach range buff, since the immortal is not a very cheap unit that you can mass easily. you also need the robo to build more important units, but i'm definitely curious how this will play out.

i like the PTR changes so far, but i got the feeling that the fungal change will just have a tiny impact on the game.. it still needs the same amount of fungals to kill most stuff, i don't know what that should fix..
Universum
Profile Joined January 2011
Canada192 Posts
August 25 2011 14:46 GMT
#2690
Hi All,

Top Diamond P (Because some people seems to care). First of all, I'll just mention the fact that people will always QQ about most (If not all) patches.

Concerning the changes, I pretty much agree about everything in the balance section. However, I can't really think why they nerfed the barracks build time (Someone enlighten me please ^^). Even if I don't play Z, I would've liked to see the Ultralisks pathing changed. It would give a new dynamic to the already dynamic PvZ matchup.

Lastly, I can't stress enough how I'm satisfied with the privacy options added. I will never get spammed by people I don't know. Receive rage from an oponent I just beat on the ladder or while I'm ingame.

That's a big step forward and please remember all, that those changes can be changed in the next patches until balance reach a point of comfort. If you feel something is imbalance, give time. The metagame is changing!
You often learn more from losing than winning. Don't rage, it's a game!
Crescend1
Profile Joined November 2010
Poland108 Posts
August 25 2011 14:46 GMT
#2691
@solidbabe

You aren't right, 2 fungals kill infestors right now. All it takes is simple math 48*2fungals = 96 damage. Infestor hp 90. If you do good fungals(one after another) 2 fungals kill infestors. After patch you need 3 fungals, as you wrote.

Lings survive fungal growth right now, with 1 hp each(regen). They ALWAYS regen this 1 hp, if they were full hp when fungal started
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
August 25 2011 14:47 GMT
#2692
On August 25 2011 23:13 lorkac wrote:
Oh no.... has goody seen this patch yet ;_;

Goody would be very pleased since this might mean that people get off using his style

That being said, I don't think it'll change that much (regarding BFHs). I mean often times we're seeing basically packs of 6-8 hellions run into the line anyway. This might just help against rushing to BFH.
the farm ends here
AusBox
Profile Joined January 2011
Australia214 Posts
August 25 2011 14:47 GMT
#2693
On August 25 2011 23:45 ilikeLIONZ wrote:
it's the first patch that doesn't nerf smth of protoss, right? awesome.. it was about time for a small buff...


How the hell is a longer blink research time a buff?
Doz
Profile Joined July 2010
United States145 Posts
August 25 2011 14:48 GMT
#2694
On August 25 2011 23:35 Shotgun2 wrote:
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


Best double check your math. BFH do 15vs light now. Marines have 45 hp out of the box, combat shield raises this to 55 hp. Without combat shield, 45/15=3 shots to kill with BFH. With CS, 55/15=4 shots to kill with the last shot doing 5 damage overkill
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
PimpWilly
Profile Blog Joined January 2011
United States228 Posts
August 25 2011 14:48 GMT
#2695
On August 25 2011 23:42 solidbebe wrote:

2. Infestors are 3 shotted by the current fungal growth. A fungal does 46 damage to armored units, which the infestor is. An infestor has 90 life. After 2 fungals it will have 8 HP left if you disregard HP regeneration.

All it takes is some simple math....


Um, if an Infestor has 90 life and a fungal does 46 damage, 2 fungals deals 92 damage which would indeed kill it in 2, your math seems to be done at 100 health infestors. I don't think the health regen will give it more than 3 health in 8 seconds at its regen rate, so 2 should kill it no?
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
August 25 2011 14:48 GMT
#2696
On August 25 2011 23:43 azzu wrote:
Show nested quote +
On August 25 2011 23:29 MageWarden wrote:
why bother getting BF for hellion drops now? Regular hellion damage w/o BF takes 3 shots to killa worker..


Normal AND blueflame Hellions 3-shot probes, but normal Hellions 4-shot SCVs and Drones.


Normal hellions 4 shot scv's but 3 shot drones. Blueflame after patch will 3 shot SCV's and 3 shot drones.

Drones and probes have the SAME amount of HP.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
clusen
Profile Joined May 2010
Germany8702 Posts
August 25 2011 14:49 GMT
#2697
On August 25 2011 23:42 solidbebe wrote:
2. Infestors are 3 shotted by the current fungal growth. A fungal does 46 damage to armored units, which the infestor is. An infestor has 90 life. After 2 fungals it will have 8 HP left if you disregard HP regeneration.

All it takes is some simple math....

:p

As a masters Zerg that does not like to play Infestor-heavy I really like all those changes, I don#t think that the damage nerf is too much. I preferred the old Infestor actually.
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
August 25 2011 14:49 GMT
#2698
On August 25 2011 23:48 PimpWilly wrote:
Show nested quote +
On August 25 2011 23:42 solidbebe wrote:

2. Infestors are 3 shotted by the current fungal growth. A fungal does 46 damage to armored units, which the infestor is. An infestor has 90 life. After 2 fungals it will have 8 HP left if you disregard HP regeneration.

All it takes is some simple math....


Um, if an Infestor has 90 life and a fungal does 46 damage, 2 fungals deals 92 damage which would indeed kill it in 2, your math seems to be done at 100 health infestors. I don't think the health regen will give it more than 3 health in 8 seconds at its regen rate, so 2 should kill it no?


You are right I made a mistake, I corrected it in the post.
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
ForTheDr3am
Profile Joined November 2010
842 Posts
August 25 2011 14:50 GMT
#2699
I don't really see the expected 1-1-1 nerf. The Immortal buff is nice against it, but usually it isn't their range that restricts them from hitting the tanks, it's the Marineball.
mesred
Profile Joined December 2010
Germany84 Posts
August 25 2011 14:50 GMT
#2700
Oh my f*cking god! The blue flame nerf I've been waiting for so long!
Starcraft II is too important to be taken seriously
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