
Patch 1.4 PTR Notes (updated 9/8) - Page 140
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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 | ||
s3183529
Australia707 Posts
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harhar!
Germany190 Posts
On August 26 2011 00:37 mousepad wrote: This. Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond. I can't believe people are angry about 2.5 seconds. 2.5 seconds is the difference between 10 more drones dead and 10 drones at red hp. | ||
SheaR619
United States2399 Posts
On August 26 2011 00:44 mousepad wrote: 20 Damage to Light would still 2 shot drones (40 hp). Cost might needed to be reduced, I agree. Then what the point of testing it then if the BF hellion is still going to 2 shot worker? The point is to test how well BF hellion does with 3 shotting instead of 2 by changing their damage to a minimum needed. | ||
RedMosquito
United States280 Posts
rax nerf means zerg can hatch first on any map now (they could already do it on most maps anyway). not sure about the overseer change but it seems to be a slight buff. blink nerf helps zerg obviously. it also helps terran. there were some blink stalker all ins using an obs that i remember hitting surprisingly fast and may be slightly too strong. protoss was not helped enough imo especially in pvz. | ||
plated.rawr
Norway1676 Posts
Increased ranged on immortals sounds painful for roaches. Blue flame change makes the upgrade overpriced, but I agree the damage nerf is justified. Other than that, the rest looks decent enough. | ||
TheHenk
Netherlands4 Posts
On August 25 2011 10:23 laLAlA[uC] wrote: How are you supposed to stop proxy gate in base with the barracks build time increased... Scout? :D | ||
Hassybaby
United Kingdom10823 Posts
On August 26 2011 00:44 mousepad wrote: 20 Damage to Light would still 2 shot drones (40 hp). 19 makes more sense ![]() Ah, but then armour would really come into play. Toss and Zerg tend to get armour first against Terran, so then the hellions would not 2-shot the workers, until they get their own upgrades I like either way. End of the day, the 2-shot/3-shot should be there in some way imo | ||
s3rp
Germany3192 Posts
On August 26 2011 00:44 Sqq wrote: Just me who feels the HSM is way to strong now ? It can kill so much shit. 2 ravens 2 HSMs and a lot of units will just evaporate The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. | ||
NuKedUFirst
Canada3139 Posts
On August 25 2011 10:18 iamke55 wrote: 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. lol genius solution! I'm sad that there's no 1/1/1 nerf though. Are you serious? lol. Well good thing I'm switching to P. | ||
SpeCtor
233 Posts
On August 26 2011 00:50 Hassybaby wrote: Ah, but then armour would really come into play. Toss and Zerg tend to get armour first against Terran, so then the hellions would not 2-shot the workers, until they get their own upgrades I like either way. End of the day, the 2-shot/3-shot should be there in some way imo the regeneration of the drone's health makes it 3 shots. | ||
Stanlot
United States5742 Posts
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WArped
United Kingdom4845 Posts
On August 26 2011 00:55 s3rp wrote: The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big. It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. | ||
Get.Midikem
Sweden312 Posts
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ImmortalTofu
United States1254 Posts
On August 26 2011 00:40 Skank wrote: Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now. The main problem is that with 20 damage to light, they can 2 shot Toss workers but not Zerg/Terran workers... If that is fair I don't know what isnt.... I agree though, +5 just doesn't feel like enough... TT | ||
tnud
Sweden2233 Posts
On August 26 2011 00:58 WArped wrote: It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch. Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration.. | ||
Vul
United States685 Posts
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Ownos
United States2147 Posts
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Keyz1
Canada94 Posts
On August 26 2011 00:34 labbe wrote: Wow, do they seriously think people will pay 150/150 for a +5 damage vs light? If they nerf blue flame upgrade they should at least make it much cheaper. We've been paying 150/150 for Hydralisk +1 range for a long time now. Don't even try that. | ||
-Archangel-
Croatia7457 Posts
On August 26 2011 00:29 Eufouria wrote: What about Zealots? They're quite bulky for light units I'd imagine they take a few more shots to kill now. Doesn't really matter. zealots already die to bio armies+ghost without BFH | ||
uPZodiak
Portugal6 Posts
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