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Patch 1.4 PTR Notes (updated 9/8) - Page 26

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
TheResidentEvil
Profile Joined September 2010
United States991 Posts
August 25 2011 02:00 GMT
#501
finally immortal getting some love!
saulus
Profile Joined July 2011
6 Posts
August 25 2011 02:00 GMT
#502
does that actually mean that a 10pool is getting strong against terran!? haha.. i hate the barracks nerf with a passion!
althaz
Profile Joined May 2010
Australia1001 Posts
August 25 2011 02:01 GMT
#503
Things I like:
Immortal buff: This unit still isn't worth the money, but at least now it's viable when it's meant to be.
Warp Prism buff: This might be an over-the-top buff, but at least now people will use it .
Contaminate nerf: Absolutely needed with how cheap Overseers now are (this ability is bloody powerful btw).
BFH Nerf: I love blue flame hellions, so this nerf makes me sad, but also happy for when I roll Zerg .

Things I don't like:
Overseer buff: 50 gas is way too cheap for a mobile detector. Zerg already have the easiest to get mobile detector in the game, now they also have the cheapest (and I also believe meatiest?) one too. Should be 75 gas or no change.
Fungal Growth nerf: Not saying something wasn't needed here but I'd have preferred to see Fungal be made to use a projectile to introduce more micro (by both sides) and nerf it by making it possible to miss.

Things that didn't need to be there (or that I just don't get):
Mothership changes: Not bad, but who cares really?
Barracks build time increased: Umm...Huh? The only thing I can think is that the 2-rax push is now delayed by 5 seconds which means 1-gate expand for protoss is now more viable and zerg can be a breathe a little easier in the early game.
Blink research time increased: Can't really see the point for this one to be honest. I guess it'll delay blink pushes...except that it'll just mean less chrono-boosts on the nexus for me which means less probes.
The first rule we don't talk about race conditions. of race conditions is
dde
Profile Joined November 2010
Canada796 Posts
August 25 2011 02:01 GMT
#504
On August 25 2011 10:58 Komentaja wrote:
Show nested quote +
On August 25 2011 10:55 Goldfish wrote:
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).



3shots
yes
Skullflower
Profile Joined July 2010
United States3779 Posts
Last Edited: 2011-08-25 02:08:42
August 25 2011 02:01 GMT
#505
On August 25 2011 10:58 branflakes14 wrote:
Show nested quote +
On August 25 2011 10:56 Whole wrote:
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".


Ultralisks should probably be smaller more than anything.
The ruminations are mine, let the world be yours.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
August 25 2011 02:01 GMT
#506
This patch looks awesome. Basically all changes look good. Only the barracks nerf is strange but doesn't seem too big of a change anyway.
KhAmun
Profile Blog Joined September 2010
United States1005 Posts
August 25 2011 02:01 GMT
#507
I...
I...

I have faith that these changes won't end up as depressing as I feel like they are at the moment.
PTR and blizz trials please do well.
lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
August 25 2011 02:02 GMT
#508
I don't get it, why are people saying this makes scouting harder? And why does it affect cancelling at all?
justinpal
Profile Joined September 2010
United States3810 Posts
August 25 2011 02:02 GMT
#509
On August 25 2011 10:58 IVN wrote:
Show nested quote +
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...


It will be if the change makes it more effective..................right?
Never make a hydralisk.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 25 2011 02:02 GMT
#510
On August 25 2011 10:56 DeltruS wrote:
Show nested quote +
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.


It wont' affect mech tvz. Hellions with blue flame still kill lings in the same amount as before this nerf. It just changes it vs hydra's and workers take 3 shots not 2 to kill now.
When I think of something else, something will go here
Bonham
Profile Joined November 2010
Canada655 Posts
August 25 2011 02:02 GMT
#511
On August 25 2011 10:58 Ermac wrote:
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.


What can P do that makes marauders useless? I play P and marauders give me fits. Curious to know when a unit that so regularly kicks my ass became obsolete.
last.resistance
Profile Joined January 2011
Canada543 Posts
August 25 2011 02:02 GMT
#512
With the change to seeker missile it now can catch the following units:
Protoss
+ Show Spoiler +
Everything but Stalker, Phoenix and Speed Prisms. Chargelots should be able to evade while charging.

Terran
+ Show Spoiler +
Everything but Reapers, Hellions and stimmed infantry.

Zerg
+ Show Spoiler +
Drones, slow Banelings off creep, slow Roaches off creep, Hydras off creep, Infestors, Changelings, Infested Terrans, Brood Lords

It looks like a pretty big buff vs Terran and Protoss. Also against Infestor/Broodlord.
weaknurse
Profile Joined October 2010
Australia320 Posts
August 25 2011 02:02 GMT
#513
Barracks build time nerf is just so random, everything else is fair enough.
NguN
Profile Joined August 2009
Australia1322 Posts
August 25 2011 02:02 GMT
#514
On August 25 2011 10:58 Ermac wrote:
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.


Marauders useless in TvP? Please explain your reasoning for this.
HaveANiceDay
Profile Joined July 2010
Austria29 Posts
August 25 2011 02:02 GMT
#515
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.

I fucking knew that Zerg was underpowered!
mousepad
Profile Joined April 2010
United States136 Posts
August 25 2011 02:02 GMT
#516
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.


Where the heck are you getting 16? Hellions has a base damage of 8 (+6 to light). With the new pre-igniter you get 8 (+11 to light). That's 19 damage. It'll take three shots.

Hellions
Ravnemesteren
Profile Joined May 2011
224 Posts
August 25 2011 02:02 GMT
#517
The protoss buffs are cool. Especially the warp prism buff. I am not so sure about the terran nerfs, but the severity of blueflame could have been too much.

But the zerg changes are idiotic for the most part. Decreasing build time of the most useless t3 unit in the game... the build time is not the problem. Damn you blizzard for thinking it will change anything. And then making the overseer cheaper is okay I guess, but then increasing the energy cost of the only viable spell it has by that much?

And nerfing the infestor... way to give in to whining. It is totally counterable by all races.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-08-25 02:05:48
August 25 2011 02:02 GMT
#518
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.


look closer at the numbers, the strength of the hellion is not changed that much

With blue flame, they still 2 shot zerglings, and zealots will still be raped.

Without blue flame, you will kill workers in 3 hits no matter what (no attack upgrades) except SCVs die in 4 hits. So really, now blue flame isn't so important anymore and you can just get your +1/+1 faster, and add blue flame later (for late game harassment) to still rape workers in 2 hits, or get blue flame early on in TvT and be able to kill SCVs in 3 hits vs 4.

Tbh i think it's quite brilliant.


On August 25 2011 11:02 blade55555 wrote:
Show nested quote +
On August 25 2011 10:56 DeltruS wrote:
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.


It wont' affect mech tvz. Hellions with blue flame still kill lings in the same amount as before this nerf. It just changes it vs hydra's and workers take 3 shots not 2 to kill now.


But more importantly, they will kill probes in 2 hits with +1 attack with blue flame (drones too? not sure if they would instant regen before the instant flame attack or not, otherwise 2 shot only with +2 attack).

So basically, later in the game, hellion harass will still be just as effective, but early game builds like the slayers terran vs zerg strategies won't be as strong anymore.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
August 25 2011 02:02 GMT
#519
with the hellion nerf can we at least get a tank buff...matchups were just starting to get less stagnant after the same general comp the past year. immo range buff is good, but this pretty much straight up kills any chance to mech TvP aside from sky mech, which is just a bastardization of the real deal...

No qq but I think the hellion change needed to be tested a bit more, hope itll be changed in the ptr.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Omer
Profile Blog Joined May 2010
Israel442 Posts
August 25 2011 02:03 GMT
#520
On August 25 2011 11:01 althaz wrote:
Things I like:
Immortal buff: This unit still isn't worth the money, but at least now it's viable when it's meant to be.
Warp Prism buff: This might be an over-the-top buff, but at least now people will use it .
Contaminate nerf: Absolutely needed with how cheap Overseers now are (this ability is bloody powerful btw).
BFH Nerf: I love blue flame hellions, so this nerf makes me sad, but also happy for when I roll Zerg .

Things I don't like:
Overseer buff: 50 gas is way too cheap for a mobile detector. Zerg already have the easiest to get mobile detector in the game, now they also have the cheapest (and I also believe meatiest?) one too. Should be 75 gas or no change.
Fungal Growth nerf: Not saying something wasn't needed here but I'd have preferred to see Fungal be made to use a projectile to introduce more micro (by both sides) and nerf it by making it possible to miss.

Things that didn't need to be there (or that I just don't get):
Mothership changes: Not bad, but who cares really?
Barracks build time increased: Umm...Huh? The only thing I can think is that the 2-rax push is now delayed by 5 seconds which means 1-gate expand for protoss is now more viable and zerg can be a breathe a little easier in the early game.
Blink research time increased: Can't really see the point for this one to be honest. I guess it'll delay blink pushes...except that it'll just mean less chrono-boosts on the nexus for me which means less probes.


observer is hidden and raven has attacking abilities while outside of contaminate it's just a scout and detect unit
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