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Patch 1.4 PTR Notes (updated 9/8) - Page 223

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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
mtn
Profile Blog Joined August 2011
729 Posts
August 30 2011 17:19 GMT
#4441
SCII is under maintenance...

Patch incoming?
OliverDONG
Profile Joined July 2011
Canada151 Posts
August 30 2011 17:36 GMT
#4442
looking forward to those changes!
sephius
Profile Joined January 2011
United Kingdom200 Posts
August 30 2011 17:42 GMT
#4443
On August 31 2011 02:19 mtn wrote:
SCII is under maintenance...

Patch incoming?

One can only dream. I think it's a little early, though.
Fuhrmaaj
Profile Joined January 2011
167 Posts
August 30 2011 17:53 GMT
#4444

General
Unit vision up ramps has been reduced by 1.


Is this intended to be a blink stalker nerf in pvp? Does this mean that if you ff the bottom of your ramp that your opponent can't blink one stalker on the ramp and the rest to the top? If so, then it's a really interesting change.

PROTOSS
Immortal
Attack range increased from 5 to 6.


Probably the best change in this patch. The obvious goal is to make it so that immortals can fight while in a group of stalkers.
PvP - will make robo stronger in blink vs robo phase of mu.
PvT - hopefully immortal will be able to contribute more when holding off the 1/1/1 polt timing tasteless attack; could make immortal generally more viable against MMM
PvZ - easier to protect immortals against roaches if your 3 gate expand is getting busted; certainly worth exploring

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.


Obvious change to encourage motherships and warp prisms. Is the stalker change to nerf blink stalker timings in pvp? Really odd change. I didn't think that there were any unbreakable blink stalker timings.

TERRAN
Barracks
Build time increased from 60 to 65.


I hope this doesn't make it past the PTR. Truly a bizarre change, I don't understand why this is getting put in unless they're trying to nerf the 11/11 rax.

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


The hellion is currently: 8 + 6 (vs light) + 10 (vs light pre-igniter)
This changes it to: 8 + 6 (vs light) + 5 (vs light pre-igniter)
I would rather see: 9 + 10 (vs light pre-igniter)
(keep upgrades at +1/+1 vs light)

Raven
Seeker missile movement speed increased from 2.5 to 2.953.


Again, blizzard trying to encourage raven use; same with mothership and warp prism this patch and the infestor from previous patches.

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).


The damage keeps getting messed with. I'm not convinced that the focus of fungal should be the damage at all. The bonus vs armored is handy against void/colo deathball, but really any aoe is handy. I think leaving the fungal at 30 (no bonus) would have roughly the same effect and shut Ts and Ps up about infestor OP. imo, bonus vs armored just buffs infestors against roaches in zvz.

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


A lot of discussion about this. Overseer spells aren't very useful and the overseer isn't invisible so it makes sense that is costs something more along the lines of an observer. I would go as far as to say the cost could be 25/50 or 0/50.

Also, contaminate nerf? This must be to compensate for the reduced cost because I don't think there are any "contaminate timings"

Ultralisk
Build time decreased from 70 to 55.


Now when you start making ultras, you won't be caught with your pants down for 15s less. Making 4 ultras is 24 supply which is waiting to hatch and I'm not convinced that ultras are worth it when they hatch anyhow. Situationally useful in zvz because it's immune to the infestor and has bonuses against roaches.

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


If you manually activate charge in order to move around the map faster, you need to choose a distant place to run to for about 4s. I don't understand why this is being changed?
Random player
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 30 2011 18:08 GMT
#4445
I really think the BFH should have received a health nerf and not a damage nerf. It would make the harassment easier to stop (once spotted) and would have less effect on BFH in the army composition.
Bora Pain minha porra!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-30 18:16:37
August 30 2011 18:15 GMT
#4446
On August 31 2011 02:53 Fuhrmaaj wrote:
Show nested quote +
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.


Obvious change to encourage motherships and warp prisms. Is the stalker change to nerf blink stalker timings in pvp? Really odd change. I didn't think that there were any unbreakable blink stalker timings.

Show nested quote +
Issuing new orders to charging zealots will cause them to lose the charge buff.


If you manually activate charge in order to move around the map faster, you need to choose a distant place to run to for about 4s. I don't understand why this is being changed?


1st Im pretty sure the mothership change is not intented to be a buff, but a bug fix instead.

2nd The chragelot thing is also a bug fix. Currently if you use chrage on any unit, then make the zealot attack move somewhere before it hits the target, the zealot will continue with the chrage speed even past the target. Untill the whole buff ends which is like a huge distance.




PS. There is a conspiracy. Blizz is doing the patch right now to help huk out, to make a forgeiner win gsl, to grow esport, to give blizz more money.
Walruslisk
Profile Joined November 2010
United States36 Posts
August 30 2011 18:26 GMT
#4447
hellion nerf is great i think because without it T would continue to destroy Zs w/o roaches, roaches in TvZ are terrible imo
yo dawg, i heard u like quotes
Walruslisk
Profile Joined November 2010
United States36 Posts
August 30 2011 18:28 GMT
#4448
and lol, i love the conspiracy theory about Blizz and the GSL... HUK HWAITING
yo dawg, i heard u like quotes
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
August 30 2011 18:34 GMT
#4449
On August 31 2011 03:26 Walruslisk wrote:
hellion nerf is great i think because without it T would continue to destroy Zs w/o roaches, roaches in TvZ are terrible imo


Roaches basically make meching in TvZ damn near impossible. Did you get your opinion from Idra?
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
Last Edited: 2011-08-30 18:42:21
August 30 2011 18:41 GMT
#4450
On August 31 2011 03:34 acrimoneyius wrote:
Show nested quote +
On August 31 2011 03:26 Walruslisk wrote:
hellion nerf is great i think because without it T would continue to destroy Zs w/o roaches, roaches in TvZ are terrible imo


Roaches basically make meching in TvZ damn near impossible. Did you get your opinion from Idra?


Going Roach in ZvT bassically makes mech extremely viable, which is the completely opposite of what you just said, since when are roaches strong vs mech? ..........-_-;; the only Mech unit roaches do good vs are hellions.......

EDIT : And maybe unsieged tanks, but who goes unsieged tanks vs roaches.
AKA: TelecoM[WHITE] Protoss fighting
SuperYo1000
Profile Joined July 2008
United States880 Posts
August 30 2011 19:43 GMT
#4451
On August 31 2011 02:19 mtn wrote:
SCII is under maintenance...

Patch incoming?



really?!? Wow this seems to be very little time on PTR. Thou I really hope its true cuz i love the patch. So is it actually maintenance or patch update?
DerBeefman
Profile Joined April 2011
Germany226 Posts
August 30 2011 19:50 GMT
#4452
Wouldn't make much sense to release a patch about a week with public testing.
@roach mech discussion: roaches are really really bad vs tank based armies and who goes mech without tanks^^
extended thermal lances aka extended imbalances
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
August 30 2011 20:28 GMT
#4453
Can anyone who has played the PTR tell me about the change the chargelot, please? I didn't really understand the patch notes. Does it mean that if the Zealot is ordered back, mid-charge (say away from a kiting bio-ball), the charge buff resets?
KT best KT ~ 2014
GeekAbaddon
Profile Joined June 2011
United Kingdom29 Posts
August 30 2011 20:34 GMT
#4454
In regards to carriers and chronoboosts, would it be a viable (albeit it micro auto feature) that you could set Chronoboost permantly on a structure(s) at reduced % not 50% but maybe 30% for the likes of carrier build times to get them out quicker? And it kept going until ran outer energy? Would at least mean carriers could be quickened at least in production. I'll probably get flamed for post but was just a thought before laddering
Knowledge Is Power, Guard It Well
EmilA
Profile Joined October 2010
Denmark4618 Posts
August 30 2011 20:36 GMT
#4455
On August 31 2011 05:34 GeekAbaddon wrote:
In regards to carriers and chronoboosts, would it be a viable (albeit it micro auto feature) that you could set Chronoboost permantly on a structure(s) at reduced % not 50% but maybe 30% for the likes of carrier build times to get them out quicker? And it kept going until ran outer energy? Would at least mean carriers could be quickened at least in production. I'll probably get flamed for post but was just a thought before laddering


Next, people will want to right click on the unit in the production tap to enable automatic continuous production.
http://dotabuff.com/players/122305951 playing other games
Raiznhell
Profile Joined January 2010
Canada786 Posts
August 30 2011 20:43 GMT
#4456
On August 31 2011 03:41 GGzerG wrote:
Show nested quote +
On August 31 2011 03:34 acrimoneyius wrote:
On August 31 2011 03:26 Walruslisk wrote:
hellion nerf is great i think because without it T would continue to destroy Zs w/o roaches, roaches in TvZ are terrible imo


Roaches basically make meching in TvZ damn near impossible. Did you get your opinion from Idra?


Going Roach in ZvT bassically makes mech extremely viable, which is the completely opposite of what you just said, since when are roaches strong vs mech? ..........-_-;; the only Mech unit roaches do good vs are hellions.......

EDIT : And maybe unsieged tanks, but who goes unsieged tanks vs roaches.


hmm that's funny because pretty sure most of the TvZ Mech based games I've seen the Zerg responds with roaches and then starts doing a lot of tech switching to screw with the terran.
Cake or Death?
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-08-30 20:54:51
August 30 2011 20:50 GMT
#4457
On August 31 2011 05:34 GeekAbaddon wrote:
In regards to carriers and chronoboosts, would it be a viable (albeit it micro auto feature) that you could set Chronoboost permantly on a structure(s) at reduced % not 50% but maybe 30% for the likes of carrier build times to get them out quicker? And it kept going until ran outer energy? Would at least mean carriers could be quickened at least in production. I'll probably get flamed for post but was just a thought before laddering


chronoboost on carriers isn't worth it, as much as carriers are not worth it.

a carrier builds in 120s
1 chronoboosts saves you 10s
means 110s
thats a build time reduction of less then 9%
a fully boosted carrier will build in 80s (meaning 4 chronoboosts wasted on it)

Carriers are countered by the same unit that counters Colossus, thus Carrier are easier to counter, because you build them up slower then colossus.
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
Last Edited: 2011-08-30 20:54:07
August 30 2011 20:53 GMT
#4458
On August 31 2011 03:41 GGzerG wrote:
Show nested quote +
On August 31 2011 03:34 acrimoneyius wrote:
On August 31 2011 03:26 Walruslisk wrote:
hellion nerf is great i think because without it T would continue to destroy Zs w/o roaches, roaches in TvZ are terrible imo


Roaches basically make meching in TvZ damn near impossible. Did you get your opinion from Idra?


Going Roach in ZvT bassically makes mech extremely viable, which is the completely opposite of what you just said, since when are roaches strong vs mech? ..........-_-;; the only Mech unit roaches do good vs are hellions.......

EDIT : And maybe unsieged tanks, but who goes unsieged tanks vs roaches.


Since...forever? Watch any number of high level games and realize why most terrans don't mech against zerg...and roaches are actually insanely good against thors unless you have a pitiful amount and they're dieing 1 by 1 via a rally point.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-08-30 20:57:02
August 30 2011 20:55 GMT
#4459
Roaches are good against almost everything in decent numbers
they are pretty meaty, if you can get close up your easily outlasting your opponent
even Immortals (unless you have a huge immortal count)
moralis
Profile Joined August 2011
Germany4 Posts
Last Edited: 2011-08-30 21:02:09
August 30 2011 20:58 GMT
#4460
On August 31 2011 03:15 Sea_Food wrote:
PS. There is a conspiracy. Blizz is doing the patch right now to help huk out, to make a forgeiner win gsl, to grow esport, to give blizz more money.


sounds very interesting if you are serious, is there a discussion happening about this topic somewhere?

OT:
the fungal change seems valid and will keep the QQ incontrol. (pun intended) the faster ultralisk build timing is a blessing, i think ultra+infestor in lategame is stronger then BL combos (ultras rip through if u fungal stuff like marines/blinkstalkers and if you neural units like tanks/ immortals + great added mobility that the ultra ling infestor combo would give)

+5 seconds to barracks sounds pretty fair to me, especially if they want to nerf the 11/11. it also nerfs the terran eco but they could just make the mule mine 25 as of 30 minerals per "run" instead, hmm. but my fear is they wanna nerf the 4/5 raxx push with the change which you cannot scout because its too early in the game to have observers and terran denies you vision. but yea, maybe its a bit of everything and 5 ingame seconds are not too bad guys, get real.
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