Patch 1.4 PTR Notes (updated 9/8) - Page 24
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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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Boony
Australia87 Posts
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VoirDire
Sweden1923 Posts
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. | ||
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GhostFall
United States830 Posts
A change like, immortal range to 6, while very nice for protoss players, is kind of a bummer from a spectator perspective. | ||
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IPA
United States3206 Posts
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.. | ||
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Griffith`
714 Posts
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 | ||
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Chargelot
2275 Posts
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. | ||
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DeltruS
Canada2214 Posts
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. | ||
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Flying_Cake
Canada117 Posts
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. | ||
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kvmetternich
Italy35 Posts
Anyways,as a toss player, i like this patch notes...hope this survives the ptr test period!. | ||
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AsianEcksDragon
United States1036 Posts
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TUski
United States1258 Posts
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. | ||
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common_cider
342 Posts
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CeriseCherries
6170 Posts
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 ![]() | ||
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IVN
534 Posts
On August 25 2011 10:23 Dzerzhinsky wrote: 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? | ||
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Toads
Canada1795 Posts
On August 25 2011 10:54 Yoshi Kirishima wrote: 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 | ||
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thesauceishot
Canada333 Posts
On August 25 2011 10:17 CaptainHaz wrote: 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. | ||
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KDot2
United States1213 Posts
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 | ||
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JoeSchmoe
Canada2058 Posts
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The Final Boss
United States1839 Posts
On August 25 2011 10:17 CaptainHaz wrote: 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. | ||
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lolsixtynine
United States600 Posts
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