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Patch 1.4 PTR Notes (updated 9/8) - Page 240
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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 | ||
imba_TRON
Australia23 Posts
User was temp banned for this post. | ||
FeyFey
Germany10114 Posts
On September 03 2011 15:52 Belial88 wrote: So what were the BFH and FG changes for? From what I understand, the BFH change has no affect on zerglings or drones/probes, all it does is make it so SCVs take one more shot (since SCVs have more hp). Which means BF and non-BF is same against SCVs in shots (3 shots to kill). And all FG does is 1 more shot to kill vikings and ghosts, 1 more on VR, and 2 more on Colossi... when FG was buffed solely because of the deathball in the first place. And about the whole medivac/Marine thing, you realize it changes nothing right? 2 FG will still kill marines just the same, and any medivac will prevent a single marine from dying. This was true before the patch, and is true in PTR. Even if FG did 4 dmg per 4 seconds, the medivac could only heal one marine because it's a DOT, so nothing like "well the medivac will heal one marine, and then move on to another!". No, marines still die just as fast, just the same, and a single medivac saves a single marine in FG. No change at all. The amount of fungals might be the same, but zergs often overlapped fungals, so alot off damage was lost, but still did kill of the units. Now the timings to refungal are a bit moved behind, so there is more reaction time given to the other side. (workers, marines, stalkers(needing 4 perfectly timed fungals now ![]() Other cases where fungal often was seen as a bit to strong need an extra fungal now. So instead of making the infestor more expensiv, they kept the massing style alive. But now you have less energy left over at the end of the battle. (and prepatch an infestor army had plenty of energy left ^^ ) Oh and for the medivac it might be a single target spell but if you don't stim and switch through the marines they should survive it pretty well x3. even with stim it should be no problem to save 3+ blue flame is simple tvt balance and early game harassment nerf, while keeping the rest mostly unaffected. | ||
Lorch
Germany3667 Posts
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roflcopter420
Sweden168 Posts
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Zuxo
Sweden395 Posts
On September 03 2011 05:16 Entropic wrote: Will there ever be a day that the build time on Carriers is reduced? Even though I'm Terran I want to see carriers! T_T But that would be a major P buff. We can't let that happen! ^^ | ||
bole
Serbia164 Posts
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ExorArgus
Canada46 Posts
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xmikeyy17x
United States92 Posts
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czaku
Poland429 Posts
On September 03 2011 21:10 bole wrote: they need to add 1-1-1 nerf.... in this one i think... also enybody know when this pach is coming... it pass quite of time.. ![]() barracks nerf is nerfing whole terran ( for ex. OC timing = mule timing and 1/1/1 depends on mules) carrier build time would be funny ![]() | ||
Belial88
United States5217 Posts
Lets put up a fight of lings/roaches/corruptors/infestors vs gateway units/colossus: You FG the protoss army and 10 units will be affected - If you nerf FG by 5, the damage being dealt will be reduced by 5 x 10, thats 50 .. and then multiplay 50 x the number you cast FG in this battle... that is a HUGE difference of total damage. And this difference is the damage that the other zerg units (lings/roaches etc.) will have to deal additionally in comparison to pre-patch No... it doesn't really work that way. 5 FG will have well killed most P and T units. As I said in my post, everything dies in the same number of hits except VR and Colossi, which were why infestors were buffed in the first place. The amount of fungals might be the same, but zergs often overlapped fungals, so alot off damage was lost, but still did kill of the units. Now the timings to refungal are a bit moved behind, so there is more reaction time given to the other side. (workers, marines, stalkers(needing 4 perfectly timed fungals now ))) You can still overlap FG, 'like a scrub' (thats what you seem to be implying), and kill most units. Marines, workers, have way less than 60 HP (30x2). I don't think any Diamond+ Zerg had trouble timing FG either, as energy management is a big deal for infestors (surprise surprise, it's not infinite FG and many a battle is lost due to bad energy management, especially in zvz). Reaction time isn't really given either, your instantly reFG when it wears off. Oh and for the medivac it might be a single target spell but if you don't stim and switch through the marines they should survive it pretty well x3. even with stim it should be no problem to save 3+ Why would you not stim? And secondly, it doesn't matter, they won't survive. Marines still die in 2 FG. It seems like a lot of people have not tried out the infestor yet, and have no idea what they are talking about. The FG nerf hasn't changed anything but make VR +1 and Colossi +2, which is a pain in the ass since it's the reason infestors were buffed in the first place. We don't give a shit about killing marines in 2 spells with a root when we don't really have a good unit against VR/Colossi deathball. | ||
bole
Serbia164 Posts
On September 04 2011 02:19 astor wrote: barracks nerf is nerfing whole terran ( for ex. OC timing = mule timing and 1/1/1 depends on mules) carrier build time would be funny ![]() i hope this is truth thx m8 for informing us... ![]() WOL is only 1/3 of wholl SC2 so wol is all abouth T1 with some backup of T2 T3.... i think HOTS will be all abouth pass T1 and go T2 or T1-5 to T3.... and LOV will get some T3 buff i think like some T3 flaying spall casters.. unites... ![]() ![]() | ||
Shade_FR
France378 Posts
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DISHU
United Kingdom348 Posts
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sickoota
Canada918 Posts
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Elefanto
Switzerland3584 Posts
On September 04 2011 05:42 sickoota wrote: Am I the only one who liked PvP because of its high "microability"? They are removing what I found fun and different about PvP (fourgates and blink) and replacing it with boring robo-blob vs robo-blob No, they're making it more stable and less luck / guess based, which is a very good thing. Current PvP is a mess. You'll be able to safely 2gate robo into what ever you like without fear of getting a BO loss. | ||
Mios
United States686 Posts
On September 04 2011 05:42 sickoota wrote: Am I the only one who liked PvP because of its high "microability"? They are removing what I found fun and different about PvP (fourgates and blink) and replacing it with boring robo-blob vs robo-blob. Hopefully warp-prism immortals flying around sniping collossus becomes standard or something ![]() as long as blink stalkers exist, warp prisms will never carry valuable units during a fight in PvP. but they are gonna be awesome for harassment now, cant wait to immortal drop bitches~ | ||
Horse...falcon
United States1851 Posts
If a unit provides power, that power is temporarily transferred to a player using Neural Parasite. Sorry if this was already answered but does this mean when a warpprism in phase mode gets Neural Parasited by an infestor, the zerg player will get the power field? What else does this change affect since this doesn't feel very useful. | ||
synapse
China13814 Posts
On September 04 2011 05:51 Horse...falcon wrote: Sorry if this was already answered but does this mean when a warpprism in phase mode gets Neural Parasited by an infestor, the zerg player will get the power field? What else does this change affect since this doesn't feel very useful. I guess if you already have warp gates as zerg you can neural your opponent's stuff and use that power field to warp stuff in? | ||
Dental Floss
United States1015 Posts
On September 04 2011 05:51 Horse...falcon wrote: Sorry if this was already answered but does this mean when a warpprism in phase mode gets Neural Parasited by an infestor, the zerg player will get the power field? What else does this change affect since this doesn't feel very useful. Its not super impactful, but it does make sense. Before you could build a warpgate as a zerg player (in theory) and then NP a warp-prism, and not be able to use it. Now it will make more sense. Also, you can NP a prism that is being used to warp in units, and those units will die in the same was as if you had killed the prism. | ||
Chargelot
2275 Posts
On September 04 2011 05:48 Mios wrote: as long as blink stalkers exist, warp prisms will never carry valuable units during a fight in PvP. but they are gonna be awesome for harassment now, cant wait to immortal drop bitches~ Drop two 6-range immortals and warp in 3-4 sentries. It'll be the stuff of legends. Very cool for the spectator. | ||
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