Disappointing that the mothership gets changes, but not the ones it needs, too. Immunity to neural parasite please!
Patch 1.4 PTR Notes (updated 9/8) - Page 21
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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 | ||
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Chvol
United States200 Posts
Disappointing that the mothership gets changes, but not the ones it needs, too. Immunity to neural parasite please! | ||
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Griffith`
714 Posts
BFHs were what made it work so beautifully. Now hellions get to do even less dps! Ravens still suck feedback outranges HSM fungal outranges HSM | ||
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humbre
353 Posts
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FuRong
New Zealand3089 Posts
Good stuff all round, Terran finally on the receiving end of the nerfstick. | ||
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FeyFey
Germany10114 Posts
But overall nice changes, since many will like the changes. And glad they thought over the edge (overseer cost reduce, but increasing the energy they need to block buildings, guess they tested what would happen to a toss if there are 6 of the overseers out) Raven well, would have loved a range increase on the sm rather then that. Blink/ramp well pvp and stuff, Infestor was obvious, would have liked a no upgrades for zerg summons though. (but i guess +2 armor pf vs infested on 0 attack = happy pf) Back to the barracks would have liked to see a build time reduce on the reaper, so the reaper strategies won't be delayed now. (ps we will get our orbital now 5 seconds later, probably more since this is time we can't build a worker if we want our orbital, so better get another worker out !) Other words a nerf to every terran strategie out there except cc first | ||
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Charger
United States2405 Posts
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Drowsy
United States4876 Posts
On August 25 2011 10:17 CaptainHaz wrote: I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue. I'm guessing it was a purely pvp based change wrt blink. Every time you had a game with 4 gate vs 4 gate the only viable followup was blink and a robo after a 4 gate stalemate was a sure way to die. Immortal 6 range will probably lead complete early game hegemony of robotics tech builds in pvp; not that I mind because archon and charge transitions will likely still be possible. Not sure how 6 range immortals will change pvt 1/1/1, but I would guess pretty favorably. Destiny probably screamed and shot himself in the knee cap when he saw fungal change. Warp prism might be ok now, but still unusable if you want to go colossi. I think that's kind of OK though, as Zealot/Archon is a very viable midgame composition until mass ghost which generally won't happen until everyone's on 3 bases and colossus tech switch is available. Basically I can see warp prism being very useful if a protoss wants to focus on templar tech units. | ||
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HolyArrow
United States7116 Posts
On August 25 2011 10:46 TT1 wrote: 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 inside the defenders base, 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 pushs 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 No, I think the Mothership change is that 25 units per second get cloaked. It's pretty much no difference at all. | ||
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furerkip
United States439 Posts
Aren't Immortals slower than stalkers? And if you keep your Immortals in front of your stalkers now, your stalkers behind it won't be able to shoot. It feels more like a nerf to lots of Immortals, slight buff to small armies with Immortals... | ||
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arto
United States59 Posts
On August 25 2011 10:50 Flonomenalz wrote: Oh jesus... 5 damage Hellions? 5? Even as a Zerg player, isn't that too much? Mech is going to be hugely affected by this since Hellions are one of the main reasons you can't really go Ling/Muta vs good mech.... whoa. I love the 50/50 Overseer, 100 gas is just nuts, and 55 second Ultras.... yesssssss. Ultra tech switch after mass Vikings clean up broods is gonna be so much easier now. Immortal range should definitely help with the 1/1/1, but by how much remains to be seen. Warp prism health increase was very much needed, they were like paper before, nowhere close to as cost efficient as dropping OLs or medivacs. I don't understand the Rax build time increase. I don' t think 2rax is that big of an issue.... on close positions, yes... well, again remains to be seen. Seeker missile speed increase, Ravens getting some love. Lings will still be 2 shot, so it will make no difference for that. They just cannot 2 shot workers without 1+ or +3 for scvs | ||
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Yoshi Kirishima
United States10366 Posts
On August 25 2011 10:48 JoeSchmoe wrote: "Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes" This change is hilarious. god damn are you serious??? <_> i would like to see how high your apm is even if actions are "useless" or "not necessary" For example, you are suposed to be checking your buildings like 1234 1234 or 4567 or whatever u have them on, to be able to macro well. Are they saying now that that doesn't count? <_> | ||
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casualman
United States1198 Posts
5 second increase for barracks build time is unneccesary too. Any situation where 2 rax might be considered OP is due to a problem with the map, not the build order itself. Even when I played zerg I had no problems holding it off. | ||
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Dommk
Australia4865 Posts
On August 25 2011 10:51 Griffith` wrote: byebye Mech TvP/TvZ/TvT BFHs were what made it work so beautifully. Now hellions get to do even less dps! lol, BFH's is what made Mech TvT chaotic. It is still viable, now you just have to be careful. TBH, I loved watching it, but it sucks for whoever is on the receiving end | ||
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Antisocialmunky
United States5912 Posts
Its actually the type of patch that Blizz should put out where it doesn't completely nuke the meta. | ||
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SalsaShark
United States56 Posts
T.T | ||
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Hibzy
United Kingdom445 Posts
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axellerate
Canada179 Posts
Anyone else catch this? | ||
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HydroXy
United States513 Posts
On August 25 2011 10:52 axellerate wrote: Helions now deal 21 dmg with blue flame (probes, drones, and zerglings will still be 2 shotted - while scvs and marines wont be?) and blink will now hardly be used ever in pvp, as well as 4 gates making it nearly 100% robotech. Anyone else catch this? According to Liquipedia, Hellions do 8 base, +16 with blue flame. Post-patch, it would be 8 +11 = 19 damage. 19*2 = 38, which means only zerglings are now 2-shot. | ||
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TheAmazombie
United States3714 Posts
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dere
United States153 Posts
I think it will be smarter to go for mech weapons upgrades because +2 mech weapons will still allow hellions to two shot workers. Granted getting to the point where you can two shot comes a little later but believe TLO did this in his TvZ in the first GSL. | ||
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