On August 25 2011 10:14 awu25 wrote:
ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
30% as in 30% of 36 (~10)?
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 | ||
Garnet
Vietnam9012 Posts
August 26 2011 10:32 GMT
#3641
On August 25 2011 10:14 awu25 wrote: ZERG Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). 30% as in 30% of 36 (~10)? | ||
captainwaffles
United States1050 Posts
August 26 2011 10:38 GMT
#3642
On August 26 2011 19:09 blade55555 wrote: Show nested quote + On August 26 2011 18:46 Rabiator wrote: - Mothership SHOULD provide power just like the Warp Prism in phase prism mode. - The speed buff to Seeker Missile is nice, but you still need to run in pretty close to start it and at 125 energy it is too expensive to be useful anyways. Either the triggering range needs to increase (flying through lots of friendly units first reduces the chase duration and gives more reaction time, so it wouldnt be totally unfair IMO) or the energy needs to be reduced. Personally I have a feeling that the Hellion nerf will make it ever harder for Terrans to win against Zerg before the Zerg are exploding in their economy and reach Brood Lord / Ultralisk tech. Terrans might need a buff for T3, but then the next expansion is close around the corner, so we dont know what will happen then. terrans late game is strong as it is...turtle terran with mech/ghosts is hard to break. Terrans late game is fine just a lot terrans don't know how to do it properly (yet). Also mech is fine as far as I saw a post zealots/zergligns still die in the same amount of shots from blue flamed hellions I wish people knew that! :D No blade! zealots take 9 shots to kill instead of 7, thats fucking huge! | ||
Kh0nsu
United Kingdom183 Posts
August 26 2011 10:40 GMT
#3643
Now, it is much fairer and hopefully, 3 hellions can't win a game anymore. | ||
captainwaffles
United States1050 Posts
August 26 2011 10:43 GMT
#3644
On August 26 2011 19:40 Kh0nsu wrote: So pleased about the BFH nerf. You can defend perfectly against hellions for 10 minutes then if 3 slip past, it can easily ruin the game. People can easily defend them, but the cost for failing is far, far too steep. Now, it is much fairer and hopefully, 3 hellions can't win a game anymore. Chain Fungals can "ruin" a game, not engaging a toss deathball perfectly can "ruin" a game. Starcraft is a fucking hard game, "ruining" a game is something that all races can do. | ||
Lorch
Germany3668 Posts
August 26 2011 10:45 GMT
#3645
| ||
CarlaBruni
61 Posts
August 26 2011 11:11 GMT
#3646
| ||
Moralez
Portugal1857 Posts
August 26 2011 11:13 GMT
#3647
On August 26 2011 19:45 Lorch wrote: I really hoped we'd see a EU PTR for this patch as well, I would love to try out all the new changes asap. Same it should be up already... zzz.... | ||
Courthead
United States246 Posts
August 26 2011 11:13 GMT
#3648
Adding 5 seconds to the barracks build time is just... well. We'll see. My immediate worry is about proxy gateways built in your base. I'm not a huge fan of bunker rushing, but to be honest I never understood why Z players QQ'd about it so much. It's not hard to scout it, and it's not hard to stop when scouted. Bunker rushes only work when Z players get lazy. The increase to the blink research time allows T players to 1rax expo vs P reliably. Otherwise they can blink into your main at a timing that guarantees you're fucked. Big fan of the changes to toss, in general. And I'm glad that Z players can get an overseer more easily. I don't know why people are going on and on about the seeker missile change. The reason people don't use them is because they're too huge of an investment. You have to use ravens (already so expensive that they're rarely used), then purchase the seeker missile upgrade, then save up 125 energy without using a PDD, then hope your opponent clumps his mutas and lets you fly right up to them. Upping the speed helps, yeah, but the reality is that they need to decrease the energy cost and/or remove the requirement to research it. Disclaimer: High-masters level T, here. | ||
djcube
United States985 Posts
August 26 2011 11:15 GMT
#3649
| ||
Ribbon
United States5278 Posts
August 26 2011 11:21 GMT
#3650
On August 26 2011 19:11 BLinD-RawR wrote: Show nested quote + On August 26 2011 18:42 Jumbled wrote: On August 26 2011 17:50 ThePowerHour wrote: A quick update on the maps labeled at test maps under the custom section on the NA PTR: 1v1 TestMap1 is Shattered Temple, possibly with some very slight modifications to the center area. It's hard to tell. 1v1 TestMap2 is Typhon Peaks with changes to the rocks. Namely, there are rocks blocking the 12:00 and 6:00 expansions, and there is now only one set of rocks between the naturals on the left and right sides of the map. 1v1 TestMap3 is Backwater Gulch with possible small changes to the middle. Hard to tell, like #1. 1v1 TestMap4 is Slag Pits. It looks like tanks can still hit the mains from the low ground. 1v1 TestMap5 is an updated version of the 2v2 map New Antioch, which I'll post here since people might not be familiar with it: ![]() I'm not sure whether Blizzard is planning on using these maps in future patches, but they're labeled as 1v1 test maps. Personally I think Slag Pits in any form shouldn't be there at all, even though the tileset is pretty cool, and the change to Typhon Peaks might be cool, but also might lead to some really gimmicky early timings breaking through the rocks. Thoughts? Haven't seen the maps yet, but they don't sound promising. From what you describe, the Typhon Peaks changes would make the map much worse, and Slag Pits would require huge changes to be viable. its just a PTR map it won't come back on the main ladder ever again,same goes for new antioch. I think Blizz actively tries to have some purposefully bad maps on PTR, just to get a feel for how the patch changes play out. I wouldn't take these new maps seriously, especially since there's no "Preview of the new maps!" announcement. | ||
ProbeEtPylon
168 Posts
August 26 2011 11:29 GMT
#3651
| ||
dooraven
Australia2820 Posts
August 26 2011 11:33 GMT
#3652
On August 26 2011 20:15 djcube wrote: All I can say is, that warp prism + double immortal harass Tyler has shown on his stream a while ago may actually have some potential after the patch. I'm using 2 warp prisms and 4 immortals v Zerg. It's freaking awesome in the midgame with some warped in Zealots. Have to watch out for mutas though. | ||
bokeevboke
Singapore1674 Posts
August 26 2011 11:33 GMT
#3653
Tank range Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game. Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords. PDD, Autoturret lifetime It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time. Force fields Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units. | ||
Zhul
Czech Republic430 Posts
August 26 2011 11:33 GMT
#3654
| ||
sephius
United Kingdom200 Posts
August 26 2011 11:39 GMT
#3655
On August 26 2011 20:33 Zhul wrote: Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined. You are a darned fool. People will still use Hellions, they're just a tad more forgiving then they were. And btw I'm a Terran player. I'm just glad this patch has bought some versatility back into TvT without hearing that it's impossible/improbable that I'll win unless I mass up Hellions. You know what? Some people dislike using mass toy cars in every game. Or atleast like the idea of having a choice to use them rather then being forced because a shift in the metagame. I want this patch now. It's awesome and I can't wait for it to go live. | ||
features
Ireland160 Posts
August 26 2011 11:43 GMT
#3656
On August 26 2011 20:33 bokeevboke wrote: this patch is great, but there are things in SC2 that I can't still understand: Tank range Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game. Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords. PDD, Autoturret lifetime It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time. Force fields Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units. Wrong, wrong and wrong. Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush. | ||
captainwaffles
United States1050 Posts
August 26 2011 11:45 GMT
#3657
On August 26 2011 20:39 sephius wrote: Show nested quote + On August 26 2011 20:33 Zhul wrote: Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined. You are a darned fool. People will still use Hellions, they're just a tad more forgiving then they were. And btw I'm a Terran player. I'm just glad this patch has bought some versatility back into TvT without hearing that it's impossible/improbable that I'll win unless I mass up Hellions. You know what? Some people dislike using mass toy cars in every game. Or atleast like the idea of having a choice to use them rather then being forced because a shift in the metagame. I want this patch now. It's awesome and I can't wait for it to go live. You don't need to mass up hellions to be okay in early game TvT... I am also a terran player, and I actually hate the mass BFH openers, they're retarded builds people try to do to get a free win. But it is easily stopped if you just get your tanks+your production faster than the other guy. All that being said, I'm more worried how this will affect TvP, it will take 9 shots to kill a zealot instead of 7, thats a big fucking deal and blizzard doesn't seem to give a damn. | ||
Moosegills
United States558 Posts
August 26 2011 11:48 GMT
#3658
On August 26 2011 20:15 djcube wrote: All I can say is, that warp prism + double immortal harass Tyler has shown on his stream a while ago may actually have some potential after the patch. I was watching those games too. The speed upgrade he got was pretty sick as well. Overall it could actually be a decent strategy and not just gimmicky and more for fun. | ||
Sapphire.lux
Romania2620 Posts
August 26 2011 11:48 GMT
#3659
On August 26 2011 20:39 sephius wrote: Show nested quote + On August 26 2011 20:33 Zhul wrote: Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined. Some people use Hellions for more then just worker harass. I hope they will choose to delay the upgrade or compansate through the normal upgrades so to not completely fuck up late game tvp mech. An extra 2 shots to kill a zealot is a lifetime for an unit that has a 2.5 rate of fire. | ||
CarlaBruni
61 Posts
August 26 2011 11:54 GMT
#3660
| ||
| ||
WardiTV Map Contest Tou…
Group A
Rogue vs CreatorLIVE!
MaxPax vs Rogue
Spirit vs Creator
Spirit vs Rogue
Spirit vs MaxPax
[ Submit Event ] |
![]() StarCraft 2 StarCraft: Brood War Britney Dota 2![]() ![]() Calm ![]() Rain ![]() Horang2 ![]() BeSt ![]() Larva ![]() Pusan ![]() Jaedong ![]() Harstem ![]() Mini ![]() [ Show more ] Counter-Strike Other Games singsing2826 B2W.Neo824 Pyrionflax312 hungrybox292 SortOf263 Fuzer ![]() Lowko165 ZerO(Twitch)32 JuggernautJason6 elazer5 QueenE1 Organizations
StarCraft 2 • StrangeGG StarCraft: Brood War![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s Dota 2 League of Legends |
Code For Giants Cup
WardiTV Map Contest Tou…
Jumy vs Zoun
Clem vs Jumy
ByuN vs Zoun
Clem vs Zoun
ByuN vs Jumy
ByuN vs Clem
The PondCast
WardiTV Map Contest Tou…
Replay Cast
WardiTV Map Contest Tou…
SC Evo Complete
Classic vs uThermal
SOOP StarCraft League
CranKy Ducklings
SOOP
[ Show More ] WardiTV Map Contest Tou…
[BSL 2025] Weekly
SOOP StarCraft League
Sparkling Tuna Cup
WardiTV Map Contest Tou…
uThermal 2v2 Circuit
uThermal 2v2 Circuit
|
|