Patch 1.4 PTR Notes (updated 9/8) - Page 186
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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 | ||
camster91
Canada13 Posts
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Cloud9157
United States2968 Posts
On August 26 2011 22:38 tooDARKpark wrote: I don't mind the blue flame nerf, really...but I'm scared about the barracks build time increase. Seems a cannon rush vs. Terran just became a lot more viable. Wait, so its possible to cheese Terran now instead of vice versa? Damn it. | ||
Fatze
Germany1342 Posts
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TimeSpiral
United States1010 Posts
On August 26 2011 22:30 gosuMalicE wrote: Perfect patch? I think so Almost. It's pretty decent, actually. But not perfect. But that's why they test it in the PTR. Predictions: (1) All of the Protoss changes go through. (2) All of the Terran changes go through. (3) The Infestor change will not make it through. Specific Patch Elements I think need reconsideration (1) Immortal; Is a range upgrade really the answer here? Any permanent range buff is a big deal. If the purpose is to make Immortals more viable all game long then I get it, but if the purpose is to help with certain timing attacks (111, roach, blink stalkers) then I think maybe a build-time buff, or a cost buff should have been considered. (2) The 50% damage reduction to the Infernal Pre-Igniter buff versus light seems like an overreaction to some very recent gameplay. If the damage output versus light was too high then maybe a reduction to the cost and/or tech time of the upgrade should be considered. Zerg They obviously feel the Infestor's FG ability is overpowered at the moment, and these specific numbers seem to address several facets of play. (1) One fungal no longer kills lings. That's a HUGE deal for ZvZ. Two fungals no longer kills an Infestor, which is also a pretty big deal. (2) Three FGs no longer kill Vikings. That is a big, big deal for TvZ and will reduce the effectiveness of Brood/Infestor, which is really strong atm. (3) The reduction in efficacy for reducing a Viking fleet to nothing seems to have been somewhat compensated for by the rather significant hatch time reduction for the Ultra. The numbers for the changes to FG seem so specific that on the surface it sounds like a great thing for every Zerg matchup (especially ZvZ). But because it will essentially assist Terran in late-game scenarios versus Broodlord / Infestor play I doubt the change will go through. | ||
GreEny K
Germany7312 Posts
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Ballistixz
United States1269 Posts
Overseer Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Ultralisk Build time decreased from 70 to 55. as a zerg player i LOVE these 2 changes. ive been wanting to play and experiment with ultra builds for awhile but they just took to long to build to be really aggressive with and there pathing is just horrible. but hopefully with the 55 second build time we can see alot more agressive ultra play. the problem tho is that ultras are such a resource hog. they drain ur minerals and gas so damn much that if u cant do damage with them u usually auto loose the game mainly because all of u r resources have been drained on ultras that did nothing except die =/. a mineral/gas cost reduction will surely make them more useful. the overseer cost reduction i also love. u can now get 2 overseers for the price of 1 in current patch and get them out earlier. scouting will now be much easier since overseers were never worth a 100 gas cost. the contaminate change i dont really care about, the cost reduction more than makes up for it. i now dont have to think twice about wasting gas on a overseer anymore and i can make one soon as lair finishes. i might even make earlier lairs just for some overseer scouting. mass overseers in zvz might be the new norm as well. because of the cost reduction i can see players getting mass overseers and continually contaminating hatches. then again, the same thing can be said for all match ups. i for one am going to gladly contaminate the robos in PvZ and make toss stay on gateway units for awhile and do a nice hydra roach timing. | ||
brembo
Dominican Republic15 Posts
On August 26 2011 23:32 TheGrimace wrote: They buffed assimilator placement, and I'm sure all gas structures. Before you had to move your cursor right over the geyser before it locked to the center, but now anywhere within 3 squares of the geyser and it locks to the center of the geyser. That's all I've noticed so far. Feels really weird but I guess it doesn't really matter. i realize the fog of war if a liitle bit clear now which is good imo, some maps like typhon peak the darkness areas are more visibles now. | ||
tnud
Sweden2233 Posts
On August 26 2011 23:42 camster91 wrote: The patch is online! Cool new multiplayer screen showing wins, rank, pool and a button to view ladder! Screenshot please! | ||
Reborn8u
United States1761 Posts
I'm really concerned that zerg may end up with an upgrade, economy, army, and mobility advantage at every stage of the game after the 7 minute mark. Meaning Terrans + Protoss will not have the ability to do enough damage to keep zerg in check at any stage. I don't feel the immortal and prism buff, while helpful, is going to turn protoss around in it's pathetic statistics the last few months. If I'm not mistaken protoss has had the worst statistics in tournaments and holding places in GM since the start of this year. Considering it's the most played race, that is pretty damn bad. As for terran, I think limiting the amount of powerful builds that can simply win the game in 12 minutes is good, but I'm always hesitant to agree with any nerf to a races core units or core production. I definitely think terran needs some help in the late game, seems like the weakest race after 3 bases to me. For zerg I'd like to see fungal tuned down a bit, it fills every role right now. Zergs are going roach infestor in every matchup and doing damn good with it. I say tune down the infestor, IMO they shouldn't be born with so many abilities, some should require research (fungal,infested, and burrow move all for free) and buff hydras or corruptors. So zerg actually has to make an anti air unit to counter air units. As it is now, zergs doesn't even need them because fungal or infested terrans provide all the anti air they need as well as infestors provide detection, aoe dmg, anti-micro, anti massive unit and harass. If you removed nydus, contamination, corruption, hydras, and changelings from the game most zergs wouldn't even notice. lol. BTW If I've forgotten anything or misrepresented any facts please feel free to correct me in a non-douche baggy manner. My memory is far from perfect. | ||
JudgeHolden
Canada11 Posts
![]() Also saw the blueflame nerf coming I guess. But to be honest, the first thing I'm going to do is come up with some balls out seeker missle build ![]() | ||
solidbebe
Netherlands4921 Posts
Pics pics pics!!! | ||
Outofstims
39 Posts
Pics or gtfo! | ||
dani`
Netherlands2402 Posts
- Battle.net Interface changes - Salvage/Cancel text display (Self/Enemy) - Whatever else is new ^_^ | ||
Reborn8u
United States1761 Posts
![]() Pretty sexy looking IMO ![]() ![]() | ||
hashaki
Norway210 Posts
On August 27 2011 00:27 dani` wrote: Yeah what's up, why has nobody made some screenshots yet? The PTR is only up on US so have some love for all the non-US people ❤ - Battle.net Interface changes - Salvage/Cancel text display (Self/Enemy) - Whatever else is new ^_^ http://www.teamliquid.net/forum/viewmessage.php?topic_id=258724¤tpage=171#3410 http://www.teamliquid.net/forum/viewmessage.php?topic_id=258724¤tpage=177#3531 Im sure there's other around the thread already as well | ||
_Search_
Canada180 Posts
On August 27 2011 00:20 JudgeHolden wrote: APM nerf ![]() APM OP | ||
userstupidname
Sweden272 Posts
it needed 10 LESS HP not 5 less DAMAGE | ||
Cloud9157
United States2968 Posts
On August 27 2011 00:38 userstupidname wrote: Don't comprehend the hellion change as a zerg it needed 10 LESS HP not 5 less DAMAGE To kill lings maybe, but at least a 200 mineral investment won't be able to destroy potentially half your Drones. | ||
[F_]aths
Germany3947 Posts
On August 26 2011 23:53 TimeSpiral wrote: I think the immortal buff is very good. Instead of making him cheaper, they make him more useful.(1) Immortal; Is a range upgrade really the answer here? Any permanent range buff is a big deal. If the purpose is to make Immortals more viable all game long then I get it, but if the purpose is to help with certain timing attacks (111, roach, blink stalkers) then I think maybe a build-time buff, or a cost buff should have been considered. On August 26 2011 23:53 TimeSpiral wrote: With +1 attack, 1.4-patch BFH will still two-shot any non-terran worker.(2) The 50% damage reduction to the Infernal Pre-Igniter buff versus light seems like an overreaction to some very recent gameplay. If the damage output versus light was too high then maybe a reduction to the cost and/or tech time of the upgrade should be considered. On August 26 2011 23:53 TimeSpiral wrote: I think the fungal nerf mostly addresses the infestor+broods issue versus terran as Blizzard (David Kim) once mentioned that they consider that strategy too strong.Zerg They obviously feel the Infestor's FG ability is overpowered at the moment, and these specific numbers seem to address several facets of play. (1) One fungal no longer kills lings. That's a HUGE deal for ZvZ. Two fungals no longer kills an Infestor, which is also a pretty big deal. (2) Three FGs no longer kill Vikings. That is a big, big deal for TvZ and will reduce the effectiveness of Brood/Infestor, which is really strong atm. (3) The reduction in efficacy for reducing a Viking fleet to nothing seems to have been somewhat compensated for by the rather significant hatch time reduction for the Ultra. But zerg will not be let down as they now have easier access to field some ultras. As most 1.4 patch changes, the game should offer more viable unit compositions than in pre 1.4 state. On August 27 2011 00:38 userstupidname wrote: ?? How do you know what the hellion needs? Do you have game design experience; on which game are you currently working?Don't comprehend the hellion change as a zerg it needed 10 LESS HP not 5 less DAMAGE | ||
x6Paramore
Canada130 Posts
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