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Patch 1.4 PTR Notes (updated 9/8) - Page 225

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
Belial88
Profile Blog Joined November 2010
United States5217 Posts
August 31 2011 05:10 GMT
#4481
^FG still kills marines, zealots, stalkers, sentries in the same number of hits.

It takes one more FG to kill a ghost and viking.

It takes about 2 more or so to kill things like colossi and void rays.

So what people QQ about infestor being OP, it won't change. It may help in TvZ, as T will still get raped unless they are adequately prepared with viking for BL or ghosts, in which case it may be a more forgiving battle for endgame T.

But this does nerf the reason infestors were buffed in the first place, to deal with ridiculous deathballs from Protoss that Zerg can't really counter in any sort of efficiency (yes, mass corruptor, but that is ridiculously stupid in any other setting, and if Zerg doesn't foresee P going VR/Colossi and masses Corruptors, they straight up lose).

So I'm not exactly sure about everything about it, but it doesn't seem like a good nerf - because it doesn't change what people cried about, and hurts Zerg where they needed the patch in the first place.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
CuHz
Profile Joined January 2011
United States354 Posts
Last Edited: 2011-08-31 05:27:34
August 31 2011 05:21 GMT
#4482
On August 31 2011 14:10 Belial88 wrote:
^FG still kills marines, zealots, stalkers, sentries in the same number of hits.

It takes one more FG to kill a ghost and viking.

It takes about 2 more or so to kill things like colossi and void rays.

So what people QQ about infestor being OP, it won't change. It may help in TvZ, as T will still get raped unless they are adequately prepared with viking for BL or ghosts, in which case it may be a more forgiving battle for endgame T.

But this does nerf the reason infestors were buffed in the first place, to deal with ridiculous deathballs from Protoss that Zerg can't really counter in any sort of efficiency (yes, mass corruptor, but that is ridiculously stupid in any other setting, and if Zerg doesn't foresee P going VR/Colossi and masses Corruptors, they straight up lose).

So I'm not exactly sure about everything about it, but it doesn't seem like a good nerf - because it doesn't change what people cried about, and hurts Zerg where they needed the patch in the first place.



yeah i just tested it. i think this patch really is also beneficial to zerg.. increased rax build time, decreased ultra time, increase blink research time, decrease in blue flame dmg, the ramp vision thing maybe harder to FF the ramp, etc
NA GM protoss twitch.tv/cuhzx
Lordwar
Profile Joined August 2011
Finland243 Posts
August 31 2011 05:30 GMT
#4483
Roaches are pretty bad against properly positioned mech army.
Jayrod
Profile Joined August 2010
1820 Posts
August 31 2011 06:48 GMT
#4484
Saying it takes the same amount of fungles to kill the units is completely missing the point. The rate in which the units die is going to become noticably slower. Just go on the PTR and look... grab your terran buddy and run some tests on marine/medivac. The change took infestors from feeling slightly OP to feeling just right. I havent tested with protoss units yet, but the fact is, the damage comes less quickly so your units will be that much stronger... will get off a couple more shots... will utilize their armor upgrades for a slightly longer period of time.

I think one thing protoss players need to really start doing alot more of in this current game-state is getting both armor and attack upgrades. I'm guilty of as much as well, but you always see protoss rushing to +2 with their blink stalkers, etc. That's GREAT against roaches, but infestorling is the trend and if your opponent is getting melee attack upgrades you need to match it with armor or the lings will completely melt you. Double forge might even be worthwhile...
Shalaiyn
Profile Joined October 2010
Netherlands2735 Posts
August 31 2011 07:23 GMT
#4485
There is also the fact that you need to exactly chain and not have any overlapping to kill gate units in the same amount of fungals, and that may not be optimal unless you have gosu timing because units will spread out and blink away in case of stalkers, so...
CuHz
Profile Joined January 2011
United States354 Posts
Last Edited: 2011-08-31 07:57:15
August 31 2011 07:55 GMT
#4486
On August 31 2011 16:23 Shalaiyn wrote:
There is also the fact that you need to exactly chain and not have any overlapping to kill gate units in the same amount of fungals, and that may not be optimal unless you have gosu timing because units will spread out and blink away in case of stalkers, so...



i see your point; but its pretty easy to keep a constant fungal + bane drop on opponent. while all ur roaches or whatever are attacking.

its not just infestors vs protoss army, its infestors + and all his buddies ; therefore all/most toss units are taking dmg nd negating any shield recharge, so ur fungals dont have to be exactly on point.
NA GM protoss twitch.tv/cuhzx
TeWy
Profile Joined December 2009
France714 Posts
August 31 2011 08:55 GMT
#4487
On August 31 2011 07:53 Striding Strider wrote:
CB increasing unit mana regen would be cool.


That's actually a very interisting idea.
Shade_FR
Profile Joined June 2010
France378 Posts
August 31 2011 09:31 GMT
#4488
On August 31 2011 14:10 Belial88 wrote:
^FG still kills marines, zealots, stalkers, sentries in the same number of hits.

It takes one more FG to kill a ghost and viking.

It takes about 2 more or so to kill things like colossi and void rays.

So what people QQ about infestor being OP, it won't change. It may help in TvZ, as T will still get raped unless they are adequately prepared with viking for BL or ghosts, in which case it may be a more forgiving battle for endgame T.

But this does nerf the reason infestors were buffed in the first place, to deal with ridiculous deathballs from Protoss that Zerg can't really counter in any sort of efficiency (yes, mass corruptor, but that is ridiculously stupid in any other setting, and if Zerg doesn't foresee P going VR/Colossi and masses Corruptors, they straight up lose).

So I'm not exactly sure about everything about it, but it doesn't seem like a good nerf - because it doesn't change what people cried about, and hurts Zerg where they needed the patch in the first place.

why don't you consider the medivac healing ? Please why ?
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
bole
Profile Joined January 2011
Serbia164 Posts
August 31 2011 09:45 GMT
#4489
i think infestors need more nerf... simply every time i play agenst em its they pop out like 6 ,7.. and more infestors who spaming FG all time... remove energy up it will be fair i think and also it will remove spaming infestors (6 and more) all the time...

look at HTs spaming Hts is stoped by removing energy up from em... (spaming TS)

before when you get HTs you spam TS (ower minerall lines ) ower army as toss u build HTs and that is it there is no reason whay not spam HTs...

also now its hepening with INFESTORS.... i think remove energy up would help...(to not spam inf like crazy)
spanner.au
Profile Joined July 2011
Australia3 Posts
August 31 2011 10:01 GMT
#4490
On August 31 2011 02:53 Fuhrmaaj wrote:
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)


With your suggestion red flames would need 5 shots to kill workers, which is an excessive nerf.

With the nerf to +5, blue flames will still two shot lings. So the currently popular blue flame into marine/tank with all the upgrades build will still afford T early map control and allow them an easy path to the first push. It just won't let them utterly destroy the Z economy so that they have no hope of recovering.
Sixes
Profile Joined July 2010
Canada1123 Posts
August 31 2011 10:02 GMT
#4491
On August 31 2011 14:30 Lordwar wrote:
Roaches are pretty bad against properly positioned mech army.


I think that's the reason for the ultra build time.

Ultras building in 55 makes them less of a risk to remax with.

I like the changes, contaminate needs to go up as overseers get cheaper otherwise you could get 5-6 really early overseers and contaminate opposing hatch in ZvZ forever. Cheaper overseers make scouting cheaper and more effective.

Hellions were a rather obvious change, barracks build I am guessing is just for 1/1/1 (delays build as a whole by 5 seconds) or 2 rax rushes on Z. The blink change is a little unexpected but nice, 6 gate blink stalkers is a ridiculously hard hit in PvZ, giving Zerg just a little more time to scout it might help.
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
August 31 2011 10:39 GMT
#4492
On August 31 2011 18:31 Shade_CsT wrote:
Show nested quote +
On August 31 2011 14:10 Belial88 wrote:
^FG still kills marines, zealots, stalkers, sentries in the same number of hits.

It takes one more FG to kill a ghost and viking.

It takes about 2 more or so to kill things like colossi and void rays.

So what people QQ about infestor being OP, it won't change. It may help in TvZ, as T will still get raped unless they are adequately prepared with viking for BL or ghosts, in which case it may be a more forgiving battle for endgame T.

But this does nerf the reason infestors were buffed in the first place, to deal with ridiculous deathballs from Protoss that Zerg can't really counter in any sort of efficiency (yes, mass corruptor, but that is ridiculously stupid in any other setting, and if Zerg doesn't foresee P going VR/Colossi and masses Corruptors, they straight up lose).

So I'm not exactly sure about everything about it, but it doesn't seem like a good nerf - because it doesn't change what people cried about, and hurts Zerg where they needed the patch in the first place.

why don't you consider the medivac healing ? Please why ?


In a realistic scenario we are going to have 1 medivac per say 8 marines (usual drop scenario). This means that the terran will keep 1 marine alive if 2 fungals are landed (which is pretty easy to do).
Anadox
Profile Joined April 2011
Germany17 Posts
August 31 2011 10:42 GMT
#4493
Overall a good patch:
-Blueflame nerf: was expected and in my opinion a good decision, even though i think it is too expensive now. 150/150 for +5 damage against light seems too expensive.
-Infestor nerf: I waited for this for a while feels like a good change.
-Barracks nerf: Can't really understand why they change this...

I'm looking forward to seeker missile-play. IMO it's a good ability, maybe the raven will be used more now (harassing, maybe)?


"Commentary at a high level is based largely on lying." -Day9
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-08-31 10:47:15
August 31 2011 10:46 GMT
#4494
Stop being retarded with comments like '150/150 for +5 damage is too expensive'. This is AoE damage. Zerg uses/has a lot of light units.
Blackk
Profile Joined November 2010
South Africa226 Posts
August 31 2011 10:50 GMT
#4495
On August 31 2011 19:46 darkness wrote:
Stop being retarded with comments like '150/150 for +5 damage is too expensive'. This is AoE damage. Zerg uses/has a lot of light units.

Well it's only the zergling tbh...
hah.
shizna
Profile Joined April 2011
United Kingdom803 Posts
August 31 2011 10:55 GMT
#4496
On August 31 2011 19:50 Blackk wrote:
Show nested quote +
On August 31 2011 19:46 darkness wrote:
Stop being retarded with comments like '150/150 for +5 damage is too expensive'. This is AoE damage. Zerg uses/has a lot of light units.

Well it's only the zergling tbh...



it goes from being an essential upgrade to being a choice. that's a good thing.
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
August 31 2011 10:59 GMT
#4497
--- Nuked ---
Deekin[
Profile Joined December 2010
Serbia1713 Posts
August 31 2011 11:04 GMT
#4498
On August 31 2011 19:59 Huragius wrote:
Show nested quote +
On August 31 2011 19:46 darkness wrote:
Stop being retarded with comments like '150/150 for +5 damage is too expensive'. This is AoE damage. Zerg uses/has a lot of light units.


You are being retarded.

And those a lot are ? Drones and Zerglings ?lol...(on ground)


Well think about this then, when will a zerg not use drones or zerglings?

Drones is ofcourse there all the time, needs no further explanation.

And zerglings are used in almost any combination/composition of zerg-army.
(╯°□°)╯︵ ┻━┻ CJ Entus fighting! I am a Leta, Hydra, Mind and (ofcourse) Firebathero fan. (╯°□°)╯︵ ┻━┻
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
August 31 2011 11:06 GMT
#4499
On August 31 2011 19:59 Huragius wrote:
Show nested quote +
On August 31 2011 19:46 darkness wrote:
Stop being retarded with comments like '150/150 for +5 damage is too expensive'. This is AoE damage. Zerg uses/has a lot of light units.


You are being retarded.

And those a lot are ? Drones and Zerglings ?lol...(on ground)


Those happen to be their most used ground units in TvZ.
Ventor
Profile Joined February 2011
United States336 Posts
August 31 2011 11:07 GMT
#4500
The immortal buff won't be enough to shut down a properly scouted 1-1-1. Protoss need a response to that, it's just too powerful. One misstep and it's all over, terran doesn't even need much skill to execute it...
oGsMc - EGHuK - White-Ra - SlayerSBoxeR - STBomber Fighting!~
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