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Patch 1.4 PTR Notes (updated 9/8) - Page 19

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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
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 01:46 GMT
#361
On August 25 2011 10:42 HolyArrow wrote:
Can anyone comment on the ramp vision range nerf? Not sure how significant that is off the top of my head.


this would mainly affect pvps, where blinking forward into the main to negate a ff on the ramp is common. it'll be harder to do that now...
I AM THE UNIVERSAL CONSTANT
Geiko
Profile Blog Joined June 2010
France1939 Posts
August 25 2011 01:46 GMT
#362
Issuing new orders to charging zealots will cause them to lose the charge buff.


Does this mean that if you spam a click, the zealots will stop charging ?
Technically, you're giving them a new order every 0.5 seconds when you spam click right ?
geiko.813 (EU)
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
August 25 2011 01:46 GMT
#363
I like these patch changes alot even tho my T got hit pretty hard.

IMO though, a few more nerfs to T's abuseable units followed by a few more buffs to T's late game units should really help this game get more balanced as the game goes past 3 base. Making it more fun to watch/play.

I hope ultras get used more now, its just to epic fighting them it is so much fun, and it saddens me at how bad they are at their current state. I think a size reduction combined with this change would be perfect.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
gurrpp
Profile Blog Joined October 2009
United States437 Posts
August 25 2011 01:46 GMT
#364
On August 25 2011 10:38 PhoenixDark wrote:
I'm a Zerg player who hates Hellions and even I kind of feel this nerf might be too much, dunno.


As a random player, I still think hellions are going to be used quite often. Correct me if I'm wrong, but they still do 19 damage to workers with blue flame (as opposed to 24 pre patch). The main thing is it takes 3 shots to kill a worker, but considering most bfh drops are 4, they will still be deadly.
hot fuh days
Datum
Profile Joined February 2011
United States371 Posts
August 25 2011 01:46 GMT
#365
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.


PROTOSS
Immortal
Attack range increased from 5 to 6.

Mothership
Acceleration increased from 0.3 to 1.375.
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.

Stalker
Blink research time increased from 110 to 140.

Warp Prism
Shields increased from 40 to 100.


TERRAN
Barracks
Build time increased from 60 to 65.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


Woah! Looks like some sick buffs for protoss. The immortal range buff will help tremendously against roaches with attack upgrade, and hopefully against terran also. I'm not sure what matchup the blink time nerf was geared towards, but could it have something to do with the 7-gate + BS timing attack against zerg? I don't see the mothership upgrade doing much, because the mammaship is still a huge investment and risk, but hopefully we'll see a lot more warp prism usage now.

Also, I like the increased barracks build time, but the hellion nerf seems a bit over the top to me. I really liked the shift in the meta-game, and I had thought that players would eventually adapt to powerful hellions. Maybe a damage upgrade decrease from 10 to 7 or 8 would have been better?
TT1
Profile Blog Joined December 2008
Canada10011 Posts
Last Edited: 2011-08-25 02:08:31
August 25 2011 01:46 GMT
#366
General
Unit vision up ramps has been reduced by 1.
= makes it really hard to 4gate now seeing as having a zealot beneath a ff wont give u vision of the high ground which makes it impossible to warp units into ur oppos base, the only way to 4gate now would be to have your 3rd pylon beneath your opponents ramp so u can have ur first warpin inside his base

Immortal
Attack range increased from 5 to 6.
= blizz's way of trying to fix the 1/1/1 issue but i dont think itll do anything

Mothership
Acceleration increased from 0.3 to 1.375.
= love the change(and im sure other mothership users will aswell, motherships used to lag behind ur army if u did alot of stop n go movements becuase of their shitty acceleration), dont really understand the cloaking field change.. basically its gonna take 25 seconds for your units to gain cloak from your mothership right? dont like the change if thats the case because if ur mothership were to be neuraled and then u were to gain control of it again in the middle of a battle ur units wouldnt be cloaked

Stalker
Blink research time increased from 110 to 140.
= ok, will make 1base blink opener weaker but wont change anything in the lategame(or even in a 2base blink allin)

Warp Prism
Shields increased from 40 to 100.
= ok, will increase wp harass.. gotta see how this plays out
____

Barracks
Build time increased from 60 to 65
= ?

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
= HUUUUUGE change love it love it love it, makes hellions 3 shot workers now, well done blizzard

Raven
Seeker missile movement speed increased from 2.5 to 2.953.
= ok
____

Infestor

Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
= ? infestors will still be a problem, neural is wat they should be focusing on, infestors shouldnt be able to neural massive units

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
= ok

Ultralisk
Build time decreased from 70 to 55.
= ok
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
PoopLord
Profile Joined May 2010
537 Posts
August 25 2011 01:46 GMT
#367
What are the chances that the PTR patch won't make it through the official game?
saulus
Profile Joined July 2011
6 Posts
August 25 2011 01:47 GMT
#368
as a terran player i think everything is awesome except the barracks nerf!! reaaaaally bad in my opinion i hope they see its shit and delete it!! last patch i said im gonna stop if terran is getting slower again.. sooooooo.. bye bye ^^
hasuterrans
Profile Joined April 2009
United States614 Posts
Last Edited: 2011-08-25 01:48:19
August 25 2011 01:47 GMT
#369
I'm sad that 2 hellions with pre-ignitor will no longer 1-shot workers. Practically this can be somewhat mitigated by just making more hellions and microing them better. It would be funny that if in the long term terrans go this route and this patch results in more hellions not less.
rauk
Profile Blog Joined February 2009
United States2228 Posts
August 25 2011 01:47 GMT
#370
On August 25 2011 10:43 Raiznhell wrote:
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.


you still 3 shot marines with igniter, this just makes hellion drops and hellion vs hellion slightly less retarded. i don't think mech tvt will change.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 25 2011 01:47 GMT
#371
My initial thoughts are critical but rest assured I am looking forward to trying this patch.

Lets see, the mothership change. The unit needed a change being underused but blizzard admitted numerous times that they aren't sure the unit should really be in the game as it was designed to be the thing the average joe gets to feel powerful but thats difficult to do without making it overrun top level play.... maybe we'll see more of it and maybe some cool stuff as it feels like a gimmick.

Warp prisim +100 shield *cringing at this* because I've seen some of the warp drops with FF on ramps, now its gonna be harder to pick them off with queens but I suppose us Zerg's will have to figure out something for it.

Immortals, this unit probably needed some more reworking, because the origional role was to be a damage sponge and giving it an extra +1 range is kinda changing its role from a damage sponge going in front to a heavy assault stalker... meh wait and see.

Glad on the helion change, those mineral assults are some what broken. Cheap and usually pay for themselves many times over.

Overseer contaminate energy change? hmm not sure how I feel about this, I liked to use this spell I suppose I will make an overseer now on lair sooner therefore the extra time might balance out without being abused... hmmm interesting.
FlashDave.999 aka Star
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 01:47 GMT
#372
On August 25 2011 10:46 darmousseh wrote:
Show nested quote +
On August 25 2011 10:36 Jumbled wrote:
Bug Fixes
-Transports can no longer unload units into a dense area if the original order was issued on a fogged location.

This change is interesting. I wonder if it will have any impact on the effectiveness of baneling drops.

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

And this one makes me sad. I don't think it was too exploitable, and it was always funny to watch.


That's actually a huge change. Can't just set and forget drops now. It really reduces the effectiveness of terran multidrops.


isn't this a nerf? if the zealots charge, and then you a-move them again (i sometimes a-move my army multiple times in succession even though there's no point) then they lose charge?

hmm, should test this.
I AM THE UNIVERSAL CONSTANT
WArped
Profile Joined December 2010
United Kingdom4845 Posts
August 25 2011 01:47 GMT
#373
The contaminate one baffles me. Maybe they were expecting it to be abused due to the decrease cost of the overseer. Overall I like the changes.
Fubi
Profile Joined March 2011
2228 Posts
August 25 2011 01:47 GMT
#374
On August 25 2011 10:46 Whitewing wrote:
Show nested quote +
On August 25 2011 10:43 MuteZephyr wrote:
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.


To be fair, the nerf to blue flame hellions isn't that big, they can still clear your mineral line in a matter of seconds, it just takes them another shot to do it. It helps, but it's certainly not the end of blue flame hellions, they're still nasty.


Err thats huge. If it takes another shot to kill something (up from 2), that is a 50% damage reduction.
Battousai13
Profile Joined September 2010
United States638 Posts
August 25 2011 01:47 GMT
#375
I'm glad to see that this is one patch were everyone isn't crying bloody murder over a nerf or buff. Good job to Blizzard, this is actually a really cool balance patch.

I wonder if anyone will seriously consider using Mothership in late game now. The Raven buff might make for some really interesting situations with Terran bio play now.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 25 2011 01:47 GMT
#376
I am so so so glad they're nerfing blue flame, it was WAY too good.

Ah man, so happy about this patch. Don't even mind my FG getting nerfed

Overseer gas decrease is great as well, gives Zerg another quick scouting option and faster detection for banshees and shiz.

Warp prisms viable, motherships ?viable?, immortals improved.

wow Blizzard, good fucking job seriously.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
August 25 2011 01:47 GMT
#377
omg u guys realize now that in TvZ

where u need to go ghosts vs infestor/BL (or vikings if u go bio) ?

Well now, if you opt for vikings (like in bio or in mech if he doesn't have infestors but only BLs so far), you can get Ravens as an answer to Infestors with seeker missile! So now you can choose ghosts or Ravens. EPIC I SAY

Also, hurray cus now MARINE RAVEN will be stronger and probably even more viable! (it was only slightly viable xD)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Watts
Profile Joined March 2011
United States34 Posts
August 25 2011 01:48 GMT
#378
Wow, this looks like a great patch. Virtually all of the changes sound good. Can't wait to try some heavier warp prism harass. Hope to see seeker missile actually become viable, that would be awesome.
gustavohmp
Profile Joined May 2011
Brazil139 Posts
August 25 2011 01:48 GMT
#379
Damn, aside from the BFH nerf, thats a damn good patch.
The blue flame nerf is uncalled for, not a whole lot of units is light, and you can deny hellions all togheter with good simcity. Now the upgrade is kinda expensive and makes mech vs P absolutely impossible since helions will do even worse against zealots.
And the WP buff is nice. Very, very nice.

But the coolest thing ever is Seeker Missile. Im not sure how faster it will actually be, but damn, Im already happy. Ravens will become a must in TvZ, Im sure of it.

About the Infestor nerf, Im not sure if it will make that big of a deal, but meh, uncalled for as well.
Overseer and Ultra change, pretty nice. Like, REALLY nice.
JangBi will go the finals.
Ghostpvp
Profile Joined October 2010
United States462 Posts
August 25 2011 01:48 GMT
#380
The immortal might have just gone for a very situational unit to being extremely viable against more than roach spam.
Move Zig
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