
Patch 1.4 PTR Notes (updated 9/8) - Page 22
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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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theBlues
El Salvador638 Posts
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Eishi_Ki
Korea (South)1667 Posts
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Ravar
United States447 Posts
On August 25 2011 10:50 Flonomenalz wrote: Oh jesus... 5 damage Hellions? 5?. It's 5 extra damage with blue-flame, not 5 damage period if that's what you meant. | ||
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MooMooMugi
United States10531 Posts
3 shots to clear a line of workers now, not 2 :p | ||
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blade55555
United States17423 Posts
On August 25 2011 10:52 Dommk wrote: 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 I wonder if he knows that BFH still kill lings in same amount of shots, just makes it so it doesn't completely rape worker mineral lines. | ||
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GhostFall
United States830 Posts
I may have overreacted when I first saw this. Deception is still possible Let's say for example I have a dark shrine and it gets scouted. Then they lose fog of war. I can cancel a pylon now, instead of the dark shrine. So now my opponent doesn't know if I canceled it or not. | ||
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Hoodlum
United States350 Posts
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XXXSmOke
United States1333 Posts
On August 25 2011 10:47 Yoshi Kirishima wrote: 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) O YAY, and then your raven gets NPed and two seeker missles kill all of your rines. o.0 ![]() | ||
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NguN
Australia1322 Posts
On August 25 2011 10:52 furerkip wrote: Why was the range for Immortals increased from 5 to 6? 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... In most battles, Immortals just dance behind all the Stalkers not doing any damage until the very end it. | ||
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zeehar
Korea (South)3804 Posts
On August 25 2011 10:52 Yoshi Kirishima wrote: 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? <_> they're saying spamming 44444444444444444444 at the start of the game will not count. 1234 should be fine | ||
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Fubi
2228 Posts
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Deleted User 108965
1096 Posts
On August 25 2011 10:52 lariat wrote: Blueflame hellion nerf was over the top -> it's never going to be used anymore. There's absolutely no reason to get blueflames b/c the damage increase is so small that it's not worth getting a tech lab over a reactor. Blizzard should've just increased the blue flame research time. But I was never a heavy bfh user, so w/e. 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. if you use bfh for more than just a harass based unit then blue flame will still be well worth it | ||
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Yoshi Kirishima
United States10366 Posts
On August 25 2011 10:53 TheBlueMeaner wrote: wheeeere the heeeeelllll is the hydralisk buff!?!?!? is this crap serious?? Although I can understand the infestor nerf, hellion nerf is weeeeeee ![]() well now hellions don't beat hydras, at least not nearly as well, it is 6 hits instead of 4 now ( zerg regeneration is instant) and remember tanks only do 35 dmg to hydras, sooo i guess it's a bit better xD | ||
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myzael
Poland605 Posts
On August 25 2011 10:46 TT1 wrote: 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 Isn't it 25 units per second? | ||
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avilo
United States4100 Posts
And what the hell. Wait 50 patches "to see about infestors." *People find out blueflame is good after ONE TOURNAMENT* "Let's nerf that asap" What the hell happened to "wait and see?" .... These patch notes look horrendously bad. Proxy gates get improved for no reason vs T; TvZ now pressure is much more difficult to apply - they already nerfed the bunker over n over again... TvT...people already were figuring out how to sim city and defend against hellions, only the bad players died to 4 hellions. Just wow...infestor nerf..."let's wait and see what happens" as everyone on earth sees how broken it is. Blue flame hellions invade one tournament, "obviously imba, let's nerf it right away." Sometimes you really have to wonder. | ||
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IPA
United States3206 Posts
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TheOGBlitzKrieg
United States346 Posts
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Jakkerr
Netherlands2549 Posts
The barracks change nerfed bunkerrushing vs zerg. See what I did there? | ||
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DeltruS
Canada2214 Posts
On August 25 2011 10:53 TheBlueMeaner wrote: wheeeere the heeeeelllll is the hydralisk buff!?!?!? is this crap serious?? Although I can understand the infestor nerf, hellion nerf is weeeeeee ![]() If there was a hydralisk buff like a speed upgrade or something, this patch would be too good. Seriously, people would die from the awesomeness. | ||
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Bazinga
Germany132 Posts
General Unit vision up ramps has been reduced by 1. This might be good, i guess, it makes the highground advantage more important. PROTOSS Immortal Attack range increased from 5 to 6. so now toss dont need to care about how they position their immortals? great :D Warp Prism Shields increased from 40 to 100. That is way too much HP on the Warp Prism, especially because it regenerates itself, it had only 20 HP less than the medivac to begin with, now it is going to be faster and sturdier, i guess intotheRainbow will play toss again. TERRAN Barracks Build time increased from 60 to 65. Completely unnecessary, don't know why this change is even being considered. Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Hellionnerf might be necessary but i think this might go overboard, it might make the upgrade way too expensive for the effect it has on helliondamage. Raven Seeker missile movement speed increased from 2.5 to 2.953. Most zergunits should theoretically still be able to run away just fine, it might make a difference against toss though. It has to be seen how this change plays out in the game. ZERG Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). I think the main problem with fungal was rooting the units, this change might be significant if you can heal marines enough to survive one fungal growth more, otherwise the only thing this might change is ZvP. TBH as long as playing this patch will not convince me otherwise i am not impressed. | ||
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