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Patch 1.4 PTR Notes (updated 9/8) - Page 189

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
Darneck
Profile Joined September 2010
Sweden1394 Posts
August 26 2011 17:49 GMT
#3761
On August 27 2011 02:48 haitike wrote:
Show nested quote +
On August 27 2011 02:44 Existor wrote:
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1


That would be awesome... I miss hidralisks...

No that wouldn't be awesome, it would ridiculous.. Some of the changes people suggest are just..
Oboeman
Profile Joined January 2011
Canada3980 Posts
August 26 2011 17:50 GMT
#3762
I've been trying to make sense of the flying unit changes (one concerning an issue with deceleration, one with unit separation).

The separation change is pretty clear. When fighting air units now automatically try to spread themselves out fairly quickly.

To see it, just make 15 banshees in a unit tester and attack a building. Instead of staying clumped, they kind of jostle and bump to make room, including pushing the front banshees forward to make room. On regular Bnet, they kind of spread out in an arc, but never push the others forward or backwards.

I can't figure out the acceleration one though. mutas still feel the same to me. Banshee kiting seems the same. so I'm not sure what this change (or bug fix) is about.
Stiluz
Profile Joined October 2010
Norway688 Posts
August 26 2011 17:50 GMT
#3763
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.
justinpal
Profile Joined September 2010
United States3810 Posts
August 26 2011 17:54 GMT
#3764
On August 27 2011 02:44 Existor wrote:
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1


And give ultralisks the ability to jump into battle with the range of a siege tank and decrease its food cap by 4.
Never make a hydralisk.
Tennet
Profile Joined January 2010
United States1458 Posts
August 26 2011 17:56 GMT
#3765
On August 27 2011 02:50 Stiluz wrote:
Show nested quote +
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 26 2011 17:56 GMT
#3766
On August 27 2011 02:39 [F_]aths wrote:
Show nested quote +
On August 27 2011 00:53 darkness wrote:
On August 27 2011 00:49 [F_]aths 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.


Actually, neither David Kim nor Blizzard said infestor+BL are OP. They said some players thought so.
David did say it. I think it was at the HotS press invitational.


He said they were looking into the possibility of it being OP. He never stated it as OP. There's a difference between stating things as facts and stating that you are going to investigate to see if it's a fact. People merely choose to ignore this so the information changes. Hence why 2nd/3rd/etc. hand information is meaningless is many cases
Oboeman
Profile Joined January 2011
Canada3980 Posts
August 26 2011 17:58 GMT
#3767
Here's screenshots of the flying unit separation change. In both situations the banshees are clumped and given an attack command on the pf.

I'll let you guess which is the PTR

[image loading]

[image loading]
BeeNu
Profile Joined June 2011
615 Posts
August 26 2011 17:58 GMT
#3768
On August 27 2011 02:56 Tennet wrote:
Show nested quote +
On August 27 2011 02:50 Stiluz wrote:
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?


Are you telling me that Protoss actually micro their death balls?
Tennet
Profile Joined January 2010
United States1458 Posts
Last Edited: 2011-08-26 18:06:54
August 26 2011 18:01 GMT
#3769
On August 27 2011 02:58 BeeNu wrote:
Show nested quote +
On August 27 2011 02:56 Tennet wrote:
On August 27 2011 02:50 Stiluz wrote:
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?


Are you telling me that Protoss actually micro their death balls?

I find chain fungaling ridiculous vs P but you do have a point.. P isn't always properly dealing with infestors.. Ok maybe the stun isn't that bad, just people aren't adapting well enough to it.
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-08-26 18:05:56
August 26 2011 18:05 GMT
#3770
On August 27 2011 02:58 Oboeman wrote:
Here's screenshots of the flying unit separation change. In both situations the banshees are clumped and given an attack command on the pf.

I'll let you guess which is the PTR

[image loading]

[image loading]


What's blizzards problem with air units clumping, dear lord.

Can you still "muta stack" ?
wat
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
August 26 2011 18:05 GMT
#3771
On August 27 2011 02:58 BeeNu wrote:
Show nested quote +
On August 27 2011 02:56 Tennet wrote:
On August 27 2011 02:50 Stiluz wrote:
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?


Are you telling me that Protoss actually micro their death balls?


i mean im not for stun being nerfed from fungal or whatever but to say that death balls use no micro is naive
Disciple....Top 3 control in Clarion County
iDrone
Profile Joined December 2010
United States176 Posts
August 26 2011 18:09 GMT
#3772
On August 27 2011 03:05 FrankWalls wrote:
Show nested quote +
On August 27 2011 02:58 BeeNu wrote:
On August 27 2011 02:56 Tennet wrote:
On August 27 2011 02:50 Stiluz wrote:
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?


Are you telling me that Protoss actually micro their death balls?


"...but to say that death balls use no micro is naive


I think the reason people have been saying that for awhile is because of how 1 sided the battle is.
Oboeman
Profile Joined January 2011
Canada3980 Posts
August 26 2011 18:10 GMT
#3773
On August 27 2011 03:05 Elefanto wrote:
Show nested quote +
On August 27 2011 02:58 Oboeman wrote:
Here's screenshots of the flying unit separation change. In both situations the banshees are clumped and given an attack command on the pf.

I'll let you guess which is the PTR

[image loading]

[image loading]


What's blizzards problem with air units clumping, dear lord.

Can you still "muta stack" ?


Yeah you can still stack air units. On the PTR they will try to unclump in combat, the same way they would normally unclump when idle. If you keep them moving, you can keep them stacked.
Velexe
Profile Joined August 2011
Australia71 Posts
August 26 2011 18:14 GMT
#3774
since i play random:
for toss, i like the warp prism buff, good timing since i've recently been trying to find a way to use them. immo boost will really help, especially with tanks. blink one is unexpected, don't know what to think. mship is a cool solution
for terran, racks is an interesting one, not sure what to think too much. hellions being weaker, i like just because most of the time, hellions don't work for me, but when i'm zerg, they kill me so bad T_T
as zerg, i don't overly use infestors, i'm just not that amazing with caster units to make it viable most of the time, ultra time is very good, those things took way way too long to pop, and loving the overseer cost reduction, and i like how that's compensated for with the contaminate nerf.

nice patch overall i think
Velexe | #=263 | Random | Diamond
lundell100
Profile Joined July 2010
Sweden232 Posts
August 26 2011 18:15 GMT
#3775
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.

This would actually be good.
So irritating when I hear zergs complain about forcefields, and that it prevents micro, when they can stack fungal growth, that just seems hypocritical. (And I know infestors are a higher tech blabla, but w/e).
Having like a small second cooldown or so after the first fungal has ended would probably solve everything, because then the person who was on the receiving-end of the fungal would have a small window of time to spread out his units.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 26 2011 18:16 GMT
#3776
On August 27 2011 03:05 FrankWalls wrote:
Show nested quote +
On August 27 2011 02:58 BeeNu wrote:
On August 27 2011 02:56 Tennet wrote:
On August 27 2011 02:50 Stiluz wrote:
On August 27 2011 02:42 Umpteen wrote:
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.


This point exactly. It's so funny that other races complain about infestors, one of the few good units Zerg has, but completely overlooks how incredible their own units are overall.

Please tell me a Terran unit that can kill a protoss death ball while preventing movement and abilities?


Are you telling me that Protoss actually micro their death balls?


i mean im not for stun being nerfed from fungal or whatever but to say that death balls use no micro is naive


I would say it [GWC Ball] requires more positional awareness than it does micro, in the traditional sense. And by that I mean, it is really vital to attack from the right angle relative to your opponent. And of course, as you know I'm a big advocate of, unit positioning is pretty obviously important; Zealots in front, Blinkers and Collusus in a ball, etc, etc ...

Removing the snare, or stung, or entangle, or whatever the hell you want to call it, from FG is too drastic of a change. I think the approach they're taking is proper, actually. They're dealing with the unforeseen consequence of a 100% DPS buff to damage that FG got in the last patch by changing the damage output.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
TheLeafmuncher
Profile Joined February 2011
Finland13 Posts
August 26 2011 18:17 GMT
#3777
I don't understand the "flying unit spread" change at all.

You can easily "magic box" any flying unit to avoid massive
aoe shots like Fungal growth or Thor missiles.

What's the next step, make bio "auto dodge" storms?

Other than that, I think the changes are good.

2rax is a little weaker, blink all-ins come a little slower and
1/1/1 all-ins should be easier to manage as a protoss.

Still waiting for a Hydralisk change tho
Dharmok
Profile Joined April 2010
Netherlands57 Posts
August 26 2011 18:18 GMT
#3778
Most changes seem reasonable, except for the Immortal range change. I fear this will tip the balance too much in favour of Protoss in ZvP. The combination of forcefields and the lack of ranged ground units for Zerg will make the life of the Zerg very difficult. Hydra's aren't really an option as they are slow and melt to collossi; NP on the immortals will be more difficult as well as they will be farther away.
Only dead fish go with the flow
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
August 26 2011 18:20 GMT
#3779
good changes in my opinion
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
DEF.Sins
Profile Joined May 2010
Ireland22 Posts
Last Edited: 2011-08-26 18:24:55
August 26 2011 18:24 GMT
#3780
still think protoss needs more buff vs z. FG should be nerfed to only slow units not stop them, and should not effect massive units aside from damage (imo).
Work hard play hard
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