Patch 1.4 PTR Notes (updated 9/8) - Page 262
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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 | ||
Eko200
United States101 Posts
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Wire
United States494 Posts
Hopefully the nerf to neural parasite wont make it to patch. They'll probably figure out the real problem sooner or later | ||
rfoster
United States1005 Posts
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Geo.Rion
7377 Posts
And mass thors i dont even.... And i dont fix the baneling on colossus bug apparently On September 09 2011 13:21 Wire wrote: See this is interesting because blizzard is just dancing around the real issue, which I believe is infested terrans. They nerf everything else but not the fact that 4 infestor hit squad utterly destroys due to the cheap cost of 20 instamarines. This above all else is a huge pain in the ass, never mind the fungals and whatnot Hopefully the nerf to neural parasite wont make it to patch. They'll probably figure out the real problem sooner or later they are not insta, and are not marines since lack mobilty, stim and arent healed by anything. But by all means, nerf inf terrans rather then NP, i will take that | ||
nuMi22
United Kingdom165 Posts
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R0YAL
United States1768 Posts
On September 09 2011 13:19 eviltomahawk wrote: Changes to 1.4 PTR have been posted: http://us.battle.net/sc2/en/forum/topic/1213111662 Changes are italicized. Copy+Paste from the closed thread: I tried to compile the updates: It looks like the Broodlord high ground advantage got fixed: http://www.teamliquid.net/forum/viewmessage.php?topic_id=252693 And of course there is the obligatory Bunker change. Isn't that the point of neural? How does Blizz envision NP when they designed it?... This would make fungal trump NP in almost all situations apart from some cutesy stuff. And its still a research ability -_- Fungal is the ability that they need to tweak, not neural.. FG has the worst game design of any ability in the game for an esport. | ||
zJayy962
1363 Posts
On September 09 2011 13:18 desrow wrote: they fungal then run away then ur out of range don't play with the words u dumb nut I didn't play with words. What you said was you can't feedback when you are fungal'd so I corrected you. And also if they are able to cast a fungal you are able to cast a feedback since they have similar range. | ||
Synche
United States1345 Posts
But any nerf to Z makes T that much crazier, and I play T. This change in isolation without some T nerfs is not good for the game. | ||
tribulator
774 Posts
And infestor-ling in ZvP is just nonviable due to colossus existing. It forces the matchup back into roach-hydra-corrupter, and we all know how well that worked out. | ||
desRow
Canada2654 Posts
On September 09 2011 13:19 Nomad123 wrote: spread out your HT, toss has got into the habit of just making one giant ball. when you're at the part where opponent has 6-10 broodlords, you obviously have a lot of high tier units yourself. you will be able to spread out your ball to at least two and still be cost effective. then your HT spread out between the two balls and cast feedbacks. terrans can just spread out ghosts, cloak & EMP. zergs learned the hard way to spread out their infestors too against good HT users. why can't toss learn to use HT properly? zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit | ||
Fig
United States1324 Posts
On September 09 2011 13:17 Empirimancer wrote: If that's the goal, they should give Zerg units good enough to beat 'deathball' compositions like Protoss Colossus/stalker/etc and Terran mech. The admittedly very powerful and very versatile infestor made up for the weakness and lack of versatility of the rest of the Zerg units. Terran/Protoss player here. Seriously?!?!?!?! You quote only half of my post????????? Here you go, this is the rest of it, stop being childish. "You can see what blizzard is aiming for. They don't want people solely massing infestors, which many people were, so they nerfed it to not be a cure-all. In return, they buffed ultras to make them a more legitimate late game option, and buffed overseers to detect the invisible stuff that zergs had previously been using mass infestors to fungal. They want unit diversity! If it turns out that those buffs aren't enough, they will give zergs more! Plain and simple!" | ||
rebuffering
Canada2436 Posts
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Elwar
953 Posts
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Tektos
Australia1321 Posts
Immortals High Templar Tanks Ghosts Warp prisms/dropships to kill them (although, a fungal usually deals with these anyway) Any I'm leaving out? | ||
Sajaki
Canada1135 Posts
On September 09 2011 13:09 hmunkey wrote: Bad logic. If your complaint is that a 2 food unit can kill a 6 food unit, what about the fact that a 6 food unit can kill 30 supply of zerg units? No. My complaint is that a 2 food unit cannot only remove a 6 food unit from tosses arsenal, but use that same unit to "kill 30 supply" of protoss units (exaggeration much?). A zerg unit which is entirely common to see 15+ of per game... Besides if zerg actually techs to hive, a combination of ling infestor broodlord (or replace lings with roach) can match a similar cost protoss deathball quite handily. | ||
babylon
8765 Posts
On September 09 2011 13:21 Itsmedudeman wrote: NP was an overpowered spell imo when you could get it off. You literally gain control of units much more expensive than your own infestors and turn it against them. Doesn't seem fair to me. Also the range is ridiculously long so it's actually pretty difficult to stop because blinking into them is just suicide sometimes. I don't like the spell the way it was with the range it was given. Range reduction might have been a better nerf. I would be fine if they nerfed the range and/or the duration of the NP control. Going this far is borderline idiotic. They might as well just remove the spell completely instead of dancing around the issue. | ||
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Whitewing
United States7483 Posts
On September 09 2011 13:21 Geo.Rion wrote: What the fucking hell? Remove Archon being massive then, this way Blizzard just removed ling-banling-infestor from my ZvP, everyone will just go archons, jesus christ this is horribad, how stupid can they be to throw one just in there like that, that's the biggest nerf of all, not that Zergs needed it. And mass thors i dont even.... And i dont fix the baneling on colossus bug apparently they are not insta, and are not marines since lack mobilty, stim and arent healed by anything. But by all means, nerf inf terrans rather then NP, i will take that Brood lords still shit all over mass thor. I don't know why zerg are suddenly afraid of it. | ||
Belial88
United States5217 Posts
On September 09 2011 13:01 Whitewing wrote: You're saying you can't spam fungal the army while staying away from the protoss units that literally can't move? Are you saying you can't neural parasite immortals? Oh, are you saying colossi are good against brood lords? Oh, perhaps you think baneling drops aren't cost effective on stalker balls, but the math proves you wrong, search it. Oh, maybe you meant that zerg isn't ahead on resources normally? Your post is possibly the most idiotic thing that occurs on this forum: not reading and just denying everything flat out. You realize FG has to be chained, just a single FG is worthless. And Colossi outrage infestors, so infestors always die doing a 40 damage spell, and then there's blink sniping. There's also HT FB, and unless you clump them up all horribly or lead your army with them, getting a single FG off and losing 10 infestors to a 3 HT int he process, is not nearly worth it at all. Infestors are very versatile, but saying they should be removed just because of this is ridiculous. Marines and stalkers are also extremely versatile, and Zerg has no marine or stalker. What's more, is while infestors are awesome, they are just so hard countered by the much cheaper, much faster to get HT,which can be warped, counters what infestors generally come with, and you only need 2-3 to make an infestor army useless, whereas Zerg needs 10+ infestors for a sizeable, decent army. And baneling drops aren't good at all on stalker balls... any decent Protoss knows stalkers is the 'counter' to baneling rain. MC used FF to hold off ground armies and blink to deal with overlords in the GSL finals vs July on Xel Naga, and Liquid'Hero constantly shows on his stream how to own baneling rain with blink stalkers with amazing split micro (kind of like marine splitting but a shitton easier). A lot of Zergs also say Ultras are much better against Colossi than BL (idra, destiny, spanishiwa, etc), and Colossi are faster than BL, clean up broodlings, and blink and Vr can handle broodlords. 2 upgraded blink stalkers beat a single broodlord, or just 3 plain stalkers. Roaches and hydras are known to be horrible vs archons, broods dont come in time against even 3 base pushes, carriers actually own hydras. Everything you say is just so, so wrong, and it's obvious you don't play Zerg. I don't know where you think you got your information, but I'm a Master Zerg, and I'm also *not* trolling, so I have no idea what you are talking about. You also don't have to be so goddamn mean, if you have certain opinions that's fine, but you don't need to be mean about it. | ||
BigKahunaBurger
Australia334 Posts
On September 09 2011 13:20 ReignFayth wrote: good so infestor still has 2 great spells....... It takes 10 consecutive fungals to kill a thor. If they have about 5 of them spread out? Great spell. | ||
GwSC
United States1997 Posts
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