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Patch 1.4 PTR Notes (updated 9/8) - Page 17

Forum Index > Closed
9040 CommentsPost a Reply
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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
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
August 25 2011 01:42 GMT
#321
On August 25 2011 10:30 R3m3mb3rM3 wrote:
holy fuck immortals will be pain to deal now with roaches t.t except for that i really like the patch

question
is 40 fungal damage vs massive more or less then before?


well to be fair... they kind of are supposed to be the hard counter to roaches lol
Disciple....Top 3 control in Clarion County
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
August 25 2011 01:42 GMT
#322
Can anyone comment on the ramp vision range nerf? Not sure how significant that is off the top of my head.
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
August 25 2011 01:42 GMT
#323
OMGOMGOGMOGMGOGMGOMGGOGMOGMOGGOMOGMOGMOGGOGMG GOGOGOGOGOGOGOG PROTOSSS this was great, immortal boost will SAVE 1/1/1 having those shit snipe tanks all day baby all day, oh yeah and mothership? yeah you're now viable. AWESOME

GO BLIZZARD
"A bullet to the head will solve your problems."
malaan
Profile Joined September 2010
365 Posts
August 25 2011 01:42 GMT
#324
damn - another 5 seconds for workers to harrass barracks building in close positions
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
August 25 2011 01:42 GMT
#325
Finally something I can split! Gotta split my banelings so that HSM wont hit them all, and instead hits only the one it is targeting.
http://grooveshark.com/#/deltrus/music
Whitewing
Profile Joined October 2010
United States7483 Posts
August 25 2011 01:42 GMT
#326
On August 25 2011 10:34 Thrill wrote:
This is way overdoing it imo. It's like they're trying to please everyone. Hellion nerf is the only balance change i agree with and that's mainly 'cause the unit is stupid. Vulture requires heavy micro, hellion requires no micro (only proper movement past spine crawlers and such).

Warp prism 40-100? Overkill. Warp prism will now be the new forward pylon (and also high ground vision pre-colossus).

Fungal nerf is hardly a big change so won't address that.

Ultra buff is.. weird. Ultras as a utility defense option? :s Don't see the point of this.

Then a bunch of nerfs and buffs that all screw with established timings. Well, ok...


That was the intent of the warp prism in the first place, that it would be a dropship that could be used as a forward pylon.

The ultralisk change makes ultralisk switches better: if you sacrifice your whole army and do a lot of damage and then remax on ultras, your units will be ready a lot sooner so you can bum rush the enemy faster before he can recover. It's a good change I think.

Also interesting:

Issuing new orders to charging zealots will cause them to lose the charge buff.

Fixed an issue where workers would not path around Force Field while harvesting.

SCVs can no longer repair themselves while inside a Bunker or Medivac.

Attack upgrades are now retained by units controlled by Neural Parasite.


Strategy"You know I fucking hate the way you play, right?" ~SC2John
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 01:42 GMT
#327
Im Terran, I like the patch, but the barracks build time is ridiculous. You can't nerf the "first" element of our builds.
magnaflow
Profile Joined August 2011
Canada1521 Posts
August 25 2011 01:42 GMT
#328
On August 25 2011 10:21 chaopow wrote:
No address to TvP 1/1/1 yet though. Otherwise looks like a good patch, hopefully everything goes well in PTR



The 5 second delay on the rax could be just enough, 5 sec delay on rax means 5 sec delay for everything else.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2011-08-25 01:43:43
August 25 2011 01:42 GMT
#329
On August 25 2011 10:41 laharl23 wrote:
Show nested quote +
On August 25 2011 10:39 icarly wrote:
barracks build time increased? lmfao. 2 rax is out of the question now, and an early stalker/zealot will give terran even more hell.


u do realize 5 seconds game time is like 2 seconds real time.

you really think those 2 seconds will make 2rax out of the question?

and you really think a zealot/stalker rush will beat you so much more easier?

sigh some people

2rax vs Zerg and proxy 2gate vs T will be affected. Not sure how much, but it's not necessarily insignificant.

EDIT: I thought putting the shuttle speed upgrade at CyC would be a better way to make it more desirable than just a shield buff.
ModeratorNow I'm distant, dark in this anthrobeat
Jumbled
Profile Joined September 2010
1543 Posts
August 25 2011 01:42 GMT
#330
I think a tonne of Zergs will be thrilled about this:
- Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
Dommk
Profile Joined May 2010
Australia4865 Posts
August 25 2011 01:42 GMT
#331
On August 25 2011 10:41 Adreme wrote:
Show nested quote +
On August 25 2011 10:38 RaKooNs wrote:
Barracks build time nerf is for 2 rax, obviously.
I really think blizzard have hit everything spot on this time. Good job to them.


I will honestly but stunned if rax build time increase goes thru. It reminds me of there origanal 4 gate fix where they decreased zealot build time then 2 weeks later redacted that remembering why they had to increase it in the first place. This is essentially doing the zealot build time decrease so you are decreasing the time you have to prepare for it by the same amount so it will not go thru like the zealot change.

Zealot build time decrease stacked for every Zealot you built. The barracks change is just a flat 5seconds
Cloudwolfe
Profile Joined May 2011
Ireland17 Posts
Last Edited: 2011-08-25 01:43:39
August 25 2011 01:43 GMT
#332
(deleted) It's been stated.
"You have enemies? Good. It means you stood up for something, sometime in you life."
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 25 2011 01:43 GMT
#333
Wow. SUCH a good patch. Wow.
KimJongChill
Profile Joined January 2011
United States6429 Posts
August 25 2011 01:43 GMT
#334
On August 25 2011 10:36 Dommk wrote:
Show nested quote +
On August 25 2011 10:35 Papulatus wrote:
Funny to see how Blizzard has no clue about their game. Ultralisk build time decrease? Really? Blink research time?

This is going to lead to blink stalker/immortal army in the ZvP late game and it will be unkillable. Blizzard is pretty dumb.

How is 1range going to make Blink Stalker/Immortal unkillable?

I don't get people sometimes...


Immortal/stalker/templar composition will be much more potent now. Consider how much the roach range buff changed the game. Now it won't be as big, since the immortal is a more costly and advanced tech unit, but I still expect for Toss to be noticeably more effective. The fungal nerf certainly doesn't help.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Raiznhell
Profile Joined January 2010
Canada786 Posts
August 25 2011 01:43 GMT
#335
If Mech wasn't useless before this patch now Mech will literally be unplayable at all vs P. I'm already lost as far as Bio TvP against Master league players and now my better mech strategies are gunna be terrible. Not to mention I'm pretty sure TvT is gunna become a lot of marine tank concave fights again instead of this new and cool Mech vs Mech stuff we see which saddens me.

The game just started to kick into intense mode with the hellion play and then immediately cut short.
Cake or Death?
lim1017
Profile Joined April 2010
Canada1278 Posts
August 25 2011 01:43 GMT
#336
Robo builds are going to dominate PvP again.

MAYBE twlight straight into chargelot arcon to counter immortal rushes?
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
August 25 2011 01:43 GMT
#337
Wut?

Blizz didn't even wait for the metagame to catch up with blue flame. QQ wins again. It showed up last MLG, and they're already nerfing it.

I think this is pretty silly.
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Fubi
Profile Joined March 2011
2228 Posts
August 25 2011 01:43 GMT
#338
On August 25 2011 10:38 RaKooNs wrote:
Barracks build time nerf is for 2 rax, obviously.
I really think blizzard have hit everything spot on this time. Good job to them.

It really wasn't hard to stop a 2 rax for any race tho, especially at high level. An extra 5 seconds just pretty much means it isn't even viable any more as that 5 seconds will buy so much time for zerg to get that first batch of Lings out
link0
Profile Joined March 2010
United States1071 Posts
August 25 2011 01:43 GMT
#339
Immortals are basically 1A godmode units now.


Rax build time change fucks with the OC timing. Now, your CC will be idle for 5 seconds before making OC, great.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
laharl23
Profile Joined February 2011
United States582 Posts
August 25 2011 01:43 GMT
#340
On August 25 2011 10:42 Jibba wrote:
Show nested quote +
On August 25 2011 10:41 laharl23 wrote:
On August 25 2011 10:39 icarly wrote:
barracks build time increased? lmfao. 2 rax is out of the question now, and an early stalker/zealot will give terran even more hell.


u do realize 5 seconds game time is like 2 seconds real time.

you really think those 2 seconds will make 2rax out of the question?

and you really think a zealot/stalker rush will beat you so much more easier?

sigh some people

2rax vs Zerg and proxy 2gate vs T will be affected. Not sure how much, but it's not necessarily insignificant.


never said it was insignificant, but hes being a big drama queen that its going to make 2rax vs zerg impossible to do and nobody will do it anymore.
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