now fix our damn Hydras

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 | ||
SmoKim
Denmark10301 Posts
August 25 2011 15:07 GMT
#2721
now fix our damn Hydras ![]() | ||
awesomoecalypse
United States2235 Posts
August 25 2011 15:08 GMT
#2722
PvP, 4-gate is hugely nerfed due to vision change and Immoral buff, Blink play is hugely nerfed due to both hitting later and the Immortal buff. So in the early game, fairly greedy Robo expand builds will definitely be the way to go. But the interesting thing is that lategame Colossi are also nerfed, due to GS working against their attacks now and Immortals being able to hit them (especially if you get them close with Prisms). So while I expect early game PvP to become much more stabilized, I think in the mid and lategame it will get much more diverse. We could see more stargate, and definitely more chargelot-archon. PvZ is about to go insane. Pure Roach and Roach Ling will get utterly wrecked by An Immortal parked behind a few Zealots, which will push a Z to go Hydras...except if P has Immortals than going Hydras is basically begging to be hard-countered. On the other hand, Blink Timings were one of the only ways P had to reliably pressure Z in the mid-game (and Blink probably caused more Z qq than any other ability in the game). Z will now be even freeer to drone with reckless abandon once they rule out Stargate. Basically, I'm not sure what the hell is gonna happen in this matchup. | ||
marttorn
Norway5211 Posts
August 25 2011 15:09 GMT
#2723
Can't wait to read the situation report from blizzard (basically blizz telling people why they're making the changes they are) | ||
TheToaster
United States280 Posts
August 25 2011 15:09 GMT
#2724
| ||
Clbull
United Kingdom1439 Posts
August 25 2011 15:10 GMT
#2725
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed. (I believe this works like single player when you pick up floating mineral patches. You will see a +50 in blue and the opponent will need to be in the vicinity to see this floating text) Merely a cosmetic change but a pretty good one at that. Added three privacy settings to the Options menu under the Battle.net section. Only allow friends to send me invites. Only allow friends to send me chat messages. Set status to Busy when playing a game. (They make it easy for MLG) FINALLY. Hopefully this should mean that this whole "DDOSing" crap MLG were worried about when releasing Anaheim replays should be alleviated quite a bit. But it's unbelieveable that it took Blizzard Entertainment over a year of release and a few months of beta to finally add privacy options, something which should have been in the game from the beginning. Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes. So does this mean that if you tap (i.e. 4, 5, 6, 4, 5, 6, 4, 5, 6, 4, 5, 6) that won't count? Or is it just when you constantly box your workers or consistently hit the command group for your nexus at the start in an attempt to mask your APM? I think Blizzard need to clarify this some more. Issuing new orders to charging zealots will cause them to lose the charge buff. Slight nerf, but probably for good reason. Attack upgrades are now retained by units controlled by Neural Parasite. Slight buff for Destiny's brofestor hit squad when they neural a crapload of colossus. Sure it may have been a bug fix but it should make up slightly for the small Fungal Growth nerf. SCVs can no longer repair themselves while inside a Bunker or Medivac. Meh. Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units. Meh, some people (i.e. Morrow) perfer to carpet bomb their banelings directly upon the enemy. If a unit provides power, that power is temporarily transferred to a player using Neural Parasite. When the hell will that ever be necessary in a match? From what I recall, you can't say.... have a Zerg teammate Neural a Warp Prism, have him power it up as a proxy airborne pylon then warp in units, because I don't think you can warp on an ally's energy field. Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes. | ||
Latham
9553 Posts
August 25 2011 15:10 GMT
#2726
On August 26 2011 00:07 SmoKim wrote: thank god for the Ultra build time now fix our damn Hydras ![]() Build time is one thing, but cost is another. I'm talking about both cost and it being cost effective. Hydras ... don't even get me started on those. Overall I'm fine with this. Any T nerf is a good thing in my book. Toss nerfs... meh. Infestor change is prolly fair. But I'm still living in fear of the day they'll "rebalance" our broodlords. | ||
SheaR619
United States2399 Posts
August 25 2011 15:12 GMT
#2727
I think the MAIN reason that people are overlooking from this is that it will completely ELIMINATE a terran build. Because red flame and blue flame will still 3 shot worker so blue flame drop opening will cease to exist. This will eliminate one of the terran possible opening because terran are considered too flexible. I think that the main reason but of course all the other reason pushed it to being nerfed as well. | ||
Nightshake
France412 Posts
August 25 2011 15:12 GMT
#2728
On August 25 2011 10:17 CaptainHaz wrote: Show nested quote + I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue.On August 25 2011 10:14 awu25 wrote: General Unit vision up ramps has been reduced by 1. PROTOSS Immortal Attack range increased from 5 to 6. Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. Stalker Blink research time increased from 110 to 140. Warp Prism Shields increased from 40 to 100. Blink on Taldarim vs Terran. Horrible. As Terran, i think it's a nice patch. | ||
s3183529
Australia707 Posts
August 25 2011 15:13 GMT
#2729
| ||
theCablik
United States32 Posts
August 25 2011 15:13 GMT
#2730
On August 25 2011 10:20 MonkSEA wrote: Yay the 7 gate blink all in will be so late now ^_^ The blink timing doesnt change this build at all. +2 is what keeps the build from happening, not blink. Blink will be chronoed now and it doesnt change the push. | ||
-FooFighter-
Serbia35 Posts
August 25 2011 15:13 GMT
#2731
![]() | ||
shannn
Netherlands2891 Posts
August 25 2011 15:13 GMT
#2732
On August 25 2011 23:56 Zarahtra wrote: Show nested quote + On August 25 2011 23:51 Toxi78 wrote: On August 25 2011 23:48 Doz wrote: 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 ??? bfh = 19 post patch, 24 prepatch non blue flame = 14 Doesn't really matter though, people keep forgetting to take stim into the equation. Stim: Before: Non-CS(35): 3 hellion shots, 2 BFH CS(45) 4 hellion shots, 2 BFH Now: Non-CS(35): 3 hellion shots, 2 BFH CS(45) 4 hellion shots, 3 BFH So yeah, atleast if you are stimming, against BFH, it will help. What? 35 hp marine? and 45 with CS? DID THEY JUST NERF MARINE HP!?!?!? Otherwise check your facts first ![]() Currently BF hellions will take 2 shots to kill a marine without CS and 3shots with CS. With +1 armor and CS it will still take 3shots with bf hellion. Patch 1.4 BF hellions will take 3 shots to kill a marine without CS and 3 shots with CS. With +1 armor and CS it will take 4 shots with bf hellion. The same Unupgraded hellions will take 4 shots to kill a marine with or without CS. With +1 armor it will take 4 shots to kill a marine without CS and 5 shots to kill with CS. Conclusion: Blizz just gave marines more durability with +1 armor and combat shields. Stim will obviously reduce the ammount of shots but with medivacs it will still be of significance. | ||
Heavenly
2172 Posts
August 25 2011 15:14 GMT
#2733
On August 25 2011 23:40 sanitzerG wrote: 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 Even 125 is low. 100 would barely be an increase. 50 minerals isn't a lot, the problem was always the gas. You can mass twice as many as you could in the past, why would you make contaminate only 33% more energy? Then it would be able to do things like shut down zerg hatcheries forever. | ||
ch4ppi
Germany802 Posts
August 25 2011 15:15 GMT
#2734
Very very good, also I dont get the contaminate change in any way but... meh! | ||
Clbull
United Kingdom1439 Posts
August 25 2011 15:16 GMT
#2735
On August 26 2011 00:09 TheToaster wrote: Looks like Protoss buffs across the board. Gonna be easier to defend ramps, Immortals will be somewhat useful now, and special tactics will be harder to snipe. The Blink nerf doesn't seem like a big deal to me. I always thought it researched extremely fast, almost TOO fast. I think Immortals would be more useful if they didn't cost 250 Minerals and 100 Vespene Gas, and were only capable of soloing around 3 Roaches, the equivalent of 225 Minerals and 75 Vespene Gas. I think they need a slight production time reduction to make them produceable slightly quicker, and either need a cost reduction to about 200 minerals and 75 gas or a range boost to 7. The range upgrade will stop them from being in the frontline of a stalker heavy army and may make a 3 gate blink push much easier to defend (along with the 30 sec timing nerf) with a 1 gate robo or 2 gate robo. It still makes them a subpar counter to the Colossus or most Armored Units in a small amount, and still too risky to mass up in a large amount because of Zealots, Marines, Zerglings and any unit that can fly above and shoot downwards. As for the huge Mothership buff. It's almost like they want HuK to win the GSL or something.... | ||
Gladiator6
Sweden7024 Posts
August 25 2011 15:16 GMT
#2736
On August 26 2011 00:12 SheaR619 wrote: I seriously dont see problem with BF hellion. I mean by nerfing BF they will just mess up mech. Mech has just recently been shining and it to early to tell. This will hurt mech in TvP ALOT I think this might be the nail in the coffin for mech in TvP. I also dont think people been experimenting with walling their mineral line enough. I think the MAIN reason that people are overlooking from this is that it will completely ELIMINATE a terran build. Because red flame and blue flame will still 3 shot worker so blue flame drop opening will cease to exist. This will eliminate one of the terran possible opening because terran are considered too flexible. I think that the main reason but of course all the other reason pushed it to being nerfed as well. Better hurting mech than hurting an entire race. | ||
abaitor
England45 Posts
August 25 2011 15:17 GMT
#2737
| ||
SheaR619
United States2399 Posts
August 25 2011 15:17 GMT
#2738
On August 26 2011 00:14 Heavenly wrote: Show nested quote + On August 25 2011 23:40 sanitzerG wrote: 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 Even 125 is low. 100 would barely be an increase. 50 minerals isn't a lot, the problem was always the gas. You can mass twice as many as you could in the past, why would you make contaminate only 33% more energy? Then it would be able to do things like shut down zerg hatcheries forever. I think they want people to use overseer more but to encourage people to use overseer more, they musnt make them rediculasly OP. I think it a good change considering overseer were kinda expensive. | ||
TheToaster
United States280 Posts
August 25 2011 15:17 GMT
#2739
On August 26 2011 00:09 marttorn wrote: I'm wondering what units/race will be the "imba" race in a few months. Used to be toss, now it's terran it seems. I'm not gonna comment on what I actually think on balance, but I'm thinking MAYBE the warp prism will receive so much use it will be considered imba? I dunno, seems a little unlikely. But I think if a lot of toss players start really abusing it as much as possible T's and Z's wont know how to defend it, because they've never played against such a harassment-centered toss style. Can't wait to read the situation report from blizzard (basically blizz telling people why they're making the changes they are) Some of the Warp Prism drops in high levels of play involve warping in Sentries to FF their ramp while you completely ravage their main base. I could see this turn into an overpowered timing attack in the lower leagues, much like the 4 Gate. You just mass Sentry till Warp Prism gets out, load the Sentries with full energy, and just start warping in countless rounds of units while their ramp is forever blocked and they sit there helplessly. Zerg players will have the most issues with something like this, but Terran can Medivac drop over it and Protoss can warp into their main to snipe the Sentries. | ||
Darneck
Sweden1394 Posts
August 25 2011 15:17 GMT
#2740
On August 26 2011 00:13 s3183529 wrote: Vultures x3 landmines in broodwar were more broken than BHF, i think, and Blizz did not do anything bout it! Spider mines didn't completely destroy worker lines though unless they were pulled. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War League of Legends Super Smash Bros Heroes of the Storm Other Games Organizations Other Games Dota 2 StarCraft 2 StarCraft: Brood War
StarCraft 2 • Berry_CruncH264 StarCraft: Brood War• Light_VIP ![]() • LUISG ![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s League of Legends |
Wardi Open
Monday Night Weeklies
PiGosaur Monday
Code For Giants Cup
HupCup
Tenacious Turtle Tussle
The PondCast
SOOP
Dark vs MaxPax
PiG Sty Festival
Serral vs MaxPax
ByuN vs Clem
PiG Sty Festival
herO vs Zoun
Classic vs SHIN
[ Show More ] [BSL 2025] Weekly
PiG Sty Festival
Sparkling Tuna Cup
|
|