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Patch 1.4 PTR Notes (updated 9/8) - Page 25

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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
icarly
Profile Joined August 2011
United States400 Posts
August 25 2011 01:58 GMT
#481
On August 25 2011 10:42 FrankWalls wrote:
Show nested quote +
On August 25 2011 10:30 R3m3mb3rM3 wrote:
holy fuck immortals will be pain to deal now with roaches t.t except for that i really like the patch

question
is 40 fungal damage vs massive more or less then before?


well to be fair... they kind of are supposed to be the hard counter to roaches lol


just like thors are supposed to be the hard counter to mutas?

Immortal change makes mech even worse.
TT1
Profile Blog Joined December 2008
Canada10011 Posts
August 25 2011 01:58 GMT
#482
On August 25 2011 10:52 HolyArrow wrote:
Show nested quote +
On August 25 2011 10:46 TT1 wrote:
General
Unit vision up ramps has been reduced by 1.
= makes it really hard to 4gate now seeing as having a zealot beneath a ff wont give u vision inside the defenders base, only way to 4gate now would be to have your 3rd pylon beneath your opponents ramp so u can have ur first warpin inside his base

Immortal
Attack range increased from 5 to 6.
= blizz's way of trying to fix the 1/1/1 issue but i dont think itll do anything

Mothership
Acceleration increased from 0.3 to 1.375.
= love the change(and im sure other mothership users will aswell, motherships used to lag behind ur army if u did alot of stop n go movements becuase of their shitty acceleration), dont really understand the cloaking field change.. basically its gonna take 25 seconds for your units to gain cloak from your mothership right? dont like the change if thats the case because if ur mothership were to be neuraled and then u were to gain control of it again in the middle of a battle ur units wouldnt be cloaked

Stalker
Blink research time increased from 110 to 140.
= ok, will make 1base blink pushs weaker but wont change anything in the lategame(or even in a 2base blink allin)

Warp Prism
Shields increased from 40 to 100.
= ok, will increase wp harass.. gotta see how this plays out
____

Barracks
Build time increased from 60 to 65
= ?

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
= HUUUUUGE change love it love it love it, makes hellions 3 shot workers now, well done blizzard

Raven
Seeker missile movement speed increased from 2.5 to 2.953.
= ok
____

Infestor

Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
= ? infestors will still be a problem, neural is wat they should be focusing on, infestors shouldnt be able to neural massive units

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

Ultralisk
Build time decreased from 70 to 55.
= ok


No, I think the Mothership change is that 25 units per second get cloaked. It's pretty much no difference at all.


oh ok.. thank god ^.^
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Deleted User 123474
Profile Joined November 2010
292 Posts
August 25 2011 01:58 GMT
#483
On August 25 2011 10:55 Goldfish wrote:
Show nested quote +
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


Actually still two shots (except SCV).

16 damage +5 = 21. So 42 damage (two shots).

However SCVs will now need to be 3 shot. Marines (with Medivac Support), Zealots, Hellions, Hydralisks, etc will now die slower thanks to the nerf.


14 damage + 5 = 19. So 38 damage (two shots).
NguN
Profile Joined August 2009
Australia1322 Posts
August 25 2011 01:58 GMT
#484
On August 25 2011 10:55 furerkip wrote:
Show nested quote +
On August 25 2011 10:54 NguN wrote:
On August 25 2011 10:52 furerkip wrote:
Why was the range for Immortals increased from 5 to 6?

Aren't Immortals slower than stalkers? And if you keep your Immortals in front of your stalkers now, your stalkers behind it won't be able to shoot. It feels more like a nerf to lots of Immortals, slight buff to small armies with Immortals...


In most battles, Immortals just dance behind all the Stalkers not doing any damage until the very end it.


But now your stalkers won't attack much often, will they? Or is that not really much of a bad trade anyways?


Immortals and Stalkers are the same unit size aren't they? I'd rather have 1 Immortal doing 50 damage to Roaches then a 1 Stalker doing 14 damage.
branflakes14
Profile Joined July 2010
2082 Posts
August 25 2011 01:58 GMT
#485
On August 25 2011 10:56 Whole wrote:
Show nested quote +
Build time decreased from 70 to 55.


Thank god.


It won't change anything. Players will just say their damage or health are too low. That or the usual "they should walk over Zerglings".
Ermac
Profile Joined June 2011
336 Posts
Last Edited: 2011-08-25 02:05:33
August 25 2011 01:58 GMT
#486
My thoughts on this:

Unit vision up ramps has been reduced by 1. => Probably very good for various reasons. Imho the high ground advantage was not big enough in SC2.

Immortal Attack range increased from 5 to 6. => Marauders are even more useless in TvP than they are right now. Might be cool in PvP though and in PvZ too, since pure roach and roach/infestor seemed a tad bit to strong to me.

Mothership Whatever.

Stalker Blink research time increased from 110 to 140. Mainly for PvP I guess? Blink stalker rushes haven't been an issue in any other matchup afaik.

Warp Prism Shields increased from 40 to 100. Uhm... I don't know about this tbh. Warp Prisms were paper planes, yes.... but more than doubling their shields!?

Barracks Build time increased from 60 to 65. W-h-a-t t-h-e f-u-c-k ? It may be only 5 seconds, but that's a drastic change imho. Orbital 5secs later, every potential tech lab upgrade 5 seconds later, etc. I really don't see how this is necessary. Someone enlighten me plz.

Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Edit2: Ok so blue flame hellions do need 3 shots for harvesters now => you're way better off upgrading mech attack imho. Positive effect on TvT though.

Raven Seeker missile movement speed increased from 2.5 to 2.953. Much needed buff. Let's see if it is enough to make them actually useful.

Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Not much of a nerf really. -6dmg vs light units, -6dmg vs armored units. Fungal still two shots marines for example and you can still use it to stunlock. Imho something like diminishing returns or a short immunity vs spells after being hit by a fungal would be a better way to address this.

Overseer Whatever.

Ultralisk Build time decreased from 70 to 55. Hm... Not really sure about this one either. Basically it strengthens Zerg's ability to remax quickly even more, which isn't really necessary imho? Don't think it will change much though...


Thank god these are only the PTR patch notes. Some of this stuff really needs a little rethinking imho.
"Blind aggressiveness would destroy the attack itself, not the defense." - Carl von Clausewitz
IVN
Profile Joined October 2010
534 Posts
August 25 2011 01:58 GMT
#487
On August 25 2011 10:23 laLAlA[uC] wrote:
How are you supposed to stop proxy gate in base with the barracks build time increased...

Riiiiiight, because 2gt is so common and strong...
thesauceishot
Profile Joined July 2010
Canada333 Posts
August 25 2011 01:58 GMT
#488
Everything else looks fine to me. Not sure how much immortal range will do, but the warp prism shield buff is very significant and I predict it will spur a lot of usage with the unit.
scarymeerkat
Profile Joined March 2011
Canada107 Posts
August 25 2011 01:58 GMT
#489
As a zerg I am quite liking these patch notes, hopefully from a nonbiased standpoint. Contaminate energy cost is a great change for zvz, less continuous contaminate on hatcheries. Cost change is much needed too.

The Hellion change is the only thing I think is a bit stiff. A reason behind the barracks build time would also be nice, but I'm not complaining :D

Good Protoss changes, I didn't know neuraled units didn't get upgrade benefits...
"From... BootySmackarack" - Artosis reading GOM interview questions
BoondockVeritas
Profile Joined August 2010
United States191 Posts
August 25 2011 01:58 GMT
#490
kinda sad that blink getting a nerf because it'll mess with my pvp, but to make hellions a little less crazy, zerg no longer infestor only capable of taking fights, immortals getting plus range like roaches getting earlier, and warp prisms to no longer be origami.. i'm happy. even the mothership can move now instead of being a protoss CC! granted it'll still be mostly used in team games lol. hopefully protoss won't have the lowest win rate anymore or it'll be close now (idk what leagues that statistic was from, but it made me sad)
NA server Veritas.414, KR server Bullet.382. 지지요!
JiPrime
Profile Joined June 2011
Canada688 Posts
Last Edited: 2011-08-25 02:07:00
August 25 2011 01:59 GMT
#491
This patch is a godsend for my protoss friends. :D

I hope they quit whining now! :D

Koreans at PlayXP are in party mode, in case anyone is wondering.

They are loving this patch.
icarly
Profile Joined August 2011
United States400 Posts
August 25 2011 01:59 GMT
#492
On August 25 2011 10:42 Dommk wrote:
Show nested quote +
On August 25 2011 10:41 Adreme wrote:
On August 25 2011 10:38 RaKooNs wrote:
Barracks build time nerf is for 2 rax, obviously.
I really think blizzard have hit everything spot on this time. Good job to them.


I will honestly but stunned if rax build time increase goes thru. It reminds me of there origanal 4 gate fix where they decreased zealot build time then 2 weeks later redacted that remembering why they had to increase it in the first place. This is essentially doing the zealot build time decrease so you are decreasing the time you have to prepare for it by the same amount so it will not go thru like the zealot change.

Zealot build time decrease stacked for every Zealot you built. The barracks change is just a flat 5seconds


what about an in proxy 2 gate in your base where you need to throw down a 2nd barracks instantly to hold it off effectively?
diarsenic
Profile Joined July 2011
United States385 Posts
August 25 2011 01:59 GMT
#493
White-Ra must be very pleased

I like the patch as a Protoss player, immortal range is pretty dang good
Penix Imba
seaofsaturn
Profile Blog Joined September 2010
United States489 Posts
August 25 2011 02:00 GMT
#494
On August 25 2011 10:17 Lunit wrote:
I seriously cant see blue flame being decreased that much, i can see it being decreased but i feel thats a little over board


Seriously man, I think people are already learning how to deal with it and it has been like one month since the Slayers' debut. They are a scary unit but its not insurmountable, which is exactly how you want it to be to keep it fun.
Photoshop is over-powered.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
August 25 2011 02:00 GMT
#495
Nerf blue flame by half, ok, can we reduce the gas price to 100?
Carrilord has arrived.
Goldfish
Profile Blog Joined August 2010
2230 Posts
August 25 2011 02:00 GMT
#496
On August 25 2011 10:56 Chargelot wrote:
Show nested quote +
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.


There's no rounding, here are exact values:

Number of periods 0.25 per second (so 4 times per second). So 16 periods of damage per fungal (fungal lasts 4 seconds).

Damage per period:

2.25 with +0.6875 against armored units (all values from editor).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Raiznhell
Profile Joined January 2010
Canada786 Posts
August 25 2011 02:00 GMT
#497
On August 25 2011 10:54 avilo wrote:
Wait a minute. What the fuck. ANy time mech becomes viable, they decide to nerf it into the ground?

And what the hell. Wait 50 patches "to see about infestors."

*People find out blueflame is good after ONE TOURNAMENT*
"Let's nerf that asap"

What the hell happened to "wait and see?"

....

These patch notes look horrendously bad. Proxy gates get improved for no reason vs T; TvZ now pressure is much more difficult to apply - they already nerfed the bunker over n over again...

TvT...people already were figuring out how to sim city and defend against hellions, only the bad players died to 4 hellions.

Just wow...infestor nerf..."let's wait and see what happens" as everyone on earth sees how broken it is.

Blue flame hellions invade one tournament, "obviously imba, let's nerf it right away."

Sometimes you really have to wonder.


I feel your pain, it's kind of stupid. I'd say most Terran players really want their old Mech style from brood war back and anytime we make any progress getting it back it's immediately stomped into the ground by blizzard because David Kim likes microing his marauders and calling it Terran.
Cake or Death?
Quotidian
Profile Joined August 2010
Norway1937 Posts
August 25 2011 02:00 GMT
#498
Seems like a pointless patch all around...

I truely don't get the terran changes.. what is 5 extra games seconds supposed to nerf on the barracks? The seeker missile change isn't substantial enough, and it'll probably still whiff way more than it'll hit. The pre-igniter + immortal changes will once and for all truely kill any chance of going mech as a game-long strategy in tvp. I've also been tinkering with blueflame/ghost/marauder against chargelot/ht/archon, and that build is suddenly pointless as well. BF hellions don't even deal with chargelots that well currently, so whatever... MMM all the way, I guess.. variety, be damned..
thesauceishot
Profile Joined July 2010
Canada333 Posts
August 25 2011 02:00 GMT
#499
On August 25 2011 10:58 Ermac wrote:
My thoughts on this:

Unit vision up ramps has been reduced by 1. => Probably very good for various reasons. Imho the high ground advantage was not big enough in SC2.

Immortal Attack range increased from 5 to 6. => Marauders are even more useless in TvP than they are right now. Might be cool in PvP though and in PvZ too, since pure roach and roach/infestor seemed a tad bit to strong to me.

Mothership Whatever.

Stalker Blink research time increased from 110 to 140. Mainly for PvP I guess? Blink stalker rushes haven't been an issue in any other matchup afaik.

Warp Prism Shields increased from 40 to 100. Uhm... I don't know about this tbh. Warp Prisms were paper planes, yes.... but more than doubling their shields!?

Barracks Build time increased from 60 to 65. W-h-a-t t-h-e f-u-c-k ? It may be only 5 seconds, but that's a drastic change imho. Orbital 5secs later, every potential tech lab upgrade 5 seconds later, etc. I really don't see how this is necessary. Someone enlighten me plz.

Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Normal Hellion = 3 shots harvesters, Blue Flame Hellion = 3 shots harvesters. Blue Flame Upgrade is basically useless now. You're way better off getting regular mech attack upgrades imho.

Raven Seeker missile movement speed increased from 2.5 to 2.953. Much needed buff. Let's see if it is enough to make them actually useful.

Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Not much of a nerf really. -6dmg vs light units, -6dmg vs armored units. Fungal still two shots marines for example and you can still use it to stunlock. Imho something like diminishing returns or a short immunity vs spells after being hit by a fungal would be a better way to address this.

Overseer Whatever.

Ultralisk Build time decreased from 70 to 55. Hm... Not really sure about this one either. Basically it strengthens Zerg's ability to remax quickly even more, which isn't really necessary imho? Don't think it will change much though...


Thank god these are only the PTR patch notes. Some of this stuff really needs a little rethinking imho.

Marauders useless in TvP? What are you talking about?
furerkip
Profile Blog Joined May 2011
United States439 Posts
August 25 2011 02:00 GMT
#500
On August 25 2011 10:35 JoeSchmoe wrote:
so why the 2.953 for HSM? it must be faster than some unit now but which ones?


All units not Mutalisks/Speedlings/Speed Banelings/Stimmed Bio (I think).
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