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Patch 1.4 PTR Notes (updated 9/8) - Page 24

Forum Index > Closed
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
Boony
Profile Joined March 2011
Australia87 Posts
August 25 2011 01:56 GMT
#461
I actually think the blink nerf will effect PvP the most. The 3 gate hold into blink builds are becoming very popular at the moment. This will make these build much weaker.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
August 25 2011 01:56 GMT
#462
On August 25 2011 10:56 Denzil wrote:
Can anyone give me some numbers or at least confirm what I think it means for Fungal?

36 + 30% is 3.6 x 3 so it did 46.8 damage v Armored right?

So we're getting a nerf of 6.8 damage?

Yep.
GhostFall
Profile Blog Joined March 2010
United States830 Posts
August 25 2011 01:56 GMT
#463
You know in Broodwar, what separated players like Bisu and Stork from other Protoss players was their amazing unit control, especially over dragoons.

A change like, immortal range to 6, while very nice for protoss players, is kind of a bummer from a spectator perspective.
IPA
Profile Joined August 2010
United States3206 Posts
August 25 2011 01:56 GMT
#464
On August 25 2011 10:53 Hoodlum wrote:
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?


Because marines are the best all-around unit in the game and it'll just act as a little speed bump for those planning to mass. That is pretty insignificant (or so it seems to me) -- can't see it making a major change..
Time held me green and dying though I sang in my chains like the sea.
Griffith`
Profile Joined September 2010
714 Posts
August 25 2011 01:56 GMT
#465
On August 25 2011 10:53 MooMooMugi wrote:
Blue flame and infestor nerfs wow, much needed thank you!

3 shots to clear a line of workers now, not 2 :p


I used BFHs in TvP against zealots

Before change

BFH takes 7 shots

After change:

BFH takes 8 shots
griffith.583 (NA)
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 25 2011 01:56 GMT
#466
On August 25 2011 10:56 Denzil wrote:
Can anyone give me some numbers or at least confirm what I think it means for Fungal?

36 + 30% is 3.6 x 3 so it did 46.8 damage v Armored right?

So we're getting a nerf of 6.8 damage?


7. It rounds up to 47 damage.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2011-08-25 01:57:12
August 25 2011 01:56 GMT
#467
On August 25 2011 10:54 TheOGBlitzKrieg wrote:
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


I am unsure because hellions only cost minerals and still make really good meat shields. Meching terrans might just have to have better mineral income and add a few factories for their huge push (for huge amounts of hellions). I think they should still be able to turtle very well.
http://grooveshark.com/#/deltrus/music
Flying_Cake
Profile Joined October 2010
Canada117 Posts
Last Edited: 2011-08-25 02:01:49
August 25 2011 01:56 GMT
#468
Rax

5 seconds = 3.5 seconds real time. Won't change anything. The map has a way bigger impact than this change.

Hunter Seeker

Can basically catch up to anything except phoenix and mutas.

Unit vision up ramps reduced

Can't wait to see this change in action. Anything that will help the defender will make better gameplay and give us more entertaining games.

Blink Nerf

This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers.
kvmetternich
Profile Joined April 2011
Italy35 Posts
Last Edited: 2011-08-25 01:57:48
August 25 2011 01:57 GMT
#469
Wow.With a more manoeuvrable Mothership, Now toss can stop the 1/1/1 with a 1gate star expo into a mommaship rush! uhm..im just kidding!^^

Anyways,as a toss player, i like this patch notes...hope this survives the ptr test period!.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
August 25 2011 01:57 GMT
#470
I don't know what to think about the ultra buff. It's good for ZvP but I really don't like the gimmicky mutas into mass spine/infestors into ultra/ling/infestor style. It's so powerful on maps like shattered temple and I'm afraid that it's going to become the new standard.
神は乗り越えられる試練しか与えない
TUski
Profile Joined April 2010
United States1258 Posts
August 25 2011 01:57 GMT
#471
On August 25 2011 10:56 Denzil wrote:
Can anyone give me some numbers or at least confirm what I think it means for Fungal?

36 + 30% is 3.6 x 3 so it did 46.8 damage v Armored right?

So we're getting a nerf of 6.8 damage?


That extra damage nerf is what makes the difference between 3 fungals and 4 fungals on roaches, and 3 and 4 fungals on Marauders and vikings.
"There is nothing more cool than being proud of the things that you love." - Day[9]
common_cider
Profile Joined July 2011
342 Posts
August 25 2011 01:57 GMT
#472
The immortal change is great PvT against 111 and also improves PvP at high levels where blink rush is the most popular opening
Never eat at a chinese restraunt located by the pound
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
August 25 2011 01:57 GMT
#473
On August 25 2011 10:52 SalsaShark wrote:
So does this mean it's even harder to scout walled in opponents?

T.T


Oh shit. I didn't realize this but now it is a LOT easier to hide tech
Remember, no matter where you go, there you are.
IVN
Profile Joined October 2010
534 Posts
August 25 2011 01:57 GMT
#474
On August 25 2011 10:23 Dzerzhinsky wrote:
Show nested quote +
On August 25 2011 10:19 prOxi.swAMi wrote:I don't understand the increase in barracks time 60 to 65... anyone?

I don't know, but they might find that it makes proxy 2gate a little too strong again. The Zealot already comes out before the first Marine, never mind delaying that Marine another 5 seconds.

LOL. When did you see a 2gt the last time?
Toads
Profile Blog Joined February 2009
Canada1795 Posts
August 25 2011 01:57 GMT
#475
On August 25 2011 10:54 Yoshi Kirishima wrote:
Show nested quote +
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

Your right, i can't wait to see what will happen with the game with this patch. But i can't wait for the ptr. I just wondering how fungal is nerf ? how many time it take to kill marine ? do 40+ armored is better than 30% ? soooo many question
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
thesauceishot
Profile Joined July 2010
Canada333 Posts
August 25 2011 01:57 GMT
#476
On August 25 2011 10:17 CaptainHaz wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.


PROTOSS
Immortal
Attack range increased from 5 to 6.

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.
I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue.

Yeah, very strange. Blink timings in PvZ can be strong sometimes but by no means were they strong enough to inherit a 30 second nerf. Zergs that know how to scout it and react are able to completely shut it down.
Also, that extra 30 seconds researching blink is going to be very annoying in PvP.
KDot2
Profile Blog Joined March 2011
United States1213 Posts
August 25 2011 01:57 GMT
#477
On August 25 2011 10:21 chaopow wrote:
No address to TvP 1/1/1 yet though. Otherwise looks like a good patch, hopefully everything goes well in PTR


I think the barracks nerf and immortal increase was slightly addressing ... but I am glad they didnt go overboard
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
August 25 2011 01:58 GMT
#478
With the blue flame change it had to be +5. Anything else higher will still allow BFH to 2 shot workers which is pretty much the thing they're trying to correct. Personally I don't mind this change but it now makes them so much weaker against zealots. now it's even harder to mech TvP.
The Final Boss
Profile Joined February 2011
United States1839 Posts
August 25 2011 01:58 GMT
#479
On August 25 2011 10:17 CaptainHaz wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.


PROTOSS
Immortal
Attack range increased from 5 to 6.

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.
I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue.

I don't know if this is the reason why, but I know that Blink Stalker all-ins vs Terran can be ridiculously strong. Somebody did it in the GSL, and I don't know if I would consider it "overpowered," but it was so hard for the Terran to hold after going like 1-rax expand. Personally I think it's a stupid thing to do just because on maps like Tal'Darim Altar there literally will be no viable option other then 4 Gate. I'd be interested to hear the reasoning behind that nerf, but outside of PvP and maybe some weird builds in other match-ups, I doubt it will be that big of a difference.

Other than that, I really like the nerfs. I don't understand the Barracks build time nerf whatsoever (doesn't make any sense). The Hellion nerf is expected, but I hope it doesn't make mech TvZ a lot weaker or at least have it still be playable.
lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
August 25 2011 01:58 GMT
#480
Really great patch. This will help protoss vs terran a LOT with the immortal buff.
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