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Patch 1.4 PTR Notes (updated 9/8) - Page 22

Forum Index > Closed
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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
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
August 25 2011 01:53 GMT
#421
wheeeere the heeeeelllll is the hydralisk buff!?!?!? is this crap serious?? Although I can understand the infestor nerf, hellion nerf is weeeeeee
Change a vote, and change the world
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
August 25 2011 01:53 GMT
#422
Just to note the seeker missile is now faster than flying Vikings (flight speed 2.750).
Ravar
Profile Joined June 2011
United States447 Posts
August 25 2011 01:53 GMT
#423
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.
Yeah bitch, magnets
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
Last Edited: 2011-08-25 01:53:53
August 25 2011 01:53 GMT
#424
Blue flame and infestor nerfs wow, much needed thank you!

3 shots to clear a line of workers now, not 2 :p
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 25 2011 01:53 GMT
#425
On August 25 2011 10:52 Dommk wrote:
Show nested quote +
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


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.
When I think of something else, something will go here
GhostFall
Profile Blog Joined March 2010
United States830 Posts
August 25 2011 01:53 GMT
#426
- When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

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.
Hoodlum
Profile Blog Joined December 2010
United States350 Posts
August 25 2011 01:53 GMT
#427
As a terran I am sad that bf hellions will no longer be OP but it was needed. But what did the barracks do to deserve the nurf?? Does anyone have a theory on the reasoning behind this? Everything else looks pretty cool... I don't know the match but will it require three fungals to kill marines now?
xO gaming owner
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
August 25 2011 01:54 GMT
#428
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

Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
NguN
Profile Joined August 2009
Australia1322 Posts
August 25 2011 01:54 GMT
#429
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.
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 01:54 GMT
#430
On August 25 2011 10:52 Yoshi Kirishima wrote:
Show nested quote +
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? <_>


they're saying spamming 44444444444444444444 at the start of the game will not count. 1234 should be fine
I AM THE UNIVERSAL CONSTANT
Fubi
Profile Joined March 2011
2228 Posts
August 25 2011 01:54 GMT
#431
I liked how everyone used to complain that Terrans used to just stay on Tier 1 unit against everything and how boring it is... then people started to evolve into more and more Mech play... and now that gets nerfed and people are like "yay no more mech!". The irony
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
August 25 2011 01:54 GMT
#432
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
Disciple....Top 3 control in Clarion County
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
August 25 2011 01:54 GMT
#433
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
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
myzael
Profile Blog Joined November 2008
Poland605 Posts
August 25 2011 01:54 GMT
#434
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?
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-08-25 01:57:11
August 25 2011 01:54 GMT
#435
Wait a minute. What the fuck. ANy time mech becomes viable, they decide to nerf it into the ground?

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.
Sup
IPA
Profile Joined August 2010
United States3206 Posts
August 25 2011 01:54 GMT
#436
OMG! I am so, so excited by virtually everything in this patch. Bring this shit in!
Time held me green and dying though I sang in my chains like the sea.
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
Last Edited: 2011-08-25 01:55:02
August 25 2011 01:54 GMT
#437
Curious to see how the BFH nerf will affect Mech TvZ... as they're the only thing that protects Terran from zerg massing lings to counter it and even now it's pretty rough when they do
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 25 2011 01:54 GMT
#438
Too all the people saying this is fake because they didn't nerf bunkers.
The barracks change nerfed bunkerrushing vs zerg.
See what I did there?
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
August 25 2011 01:54 GMT
#439
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.
http://grooveshark.com/#/deltrus/music
Bazinga
Profile Joined June 2010
Germany132 Posts
August 25 2011 01:54 GMT
#440
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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