Patch 1.4 PTR Notes (updated 9/8) - Page 27
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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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mumming
Faroe Islands256 Posts
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Xivsa
United States1009 Posts
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dc302
Australia576 Posts
On August 25 2011 11:00 saulus wrote: does that actually mean that a 10pool is getting strong against terran!? haha.. i hate the barracks nerf with a passion! All u have to do is start ur wall off and the lings will probably never get through.. | ||
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Jakkerr
Netherlands2549 Posts
On August 25 2011 11:00 thesauceishot wrote: Marauders useless in TvP? What are you talking about? I stopped reading his post when I saw that >.> | ||
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ROOTFayth
Canada3351 Posts
On August 25 2011 10:28 AWOT wrote: I agree with everything in this patch except the immortal range increase...Thats really stupid. I can't wrap my head around why they would make immortals even better. immortals were shit for how much they cost | ||
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BoondockVeritas
United States191 Posts
On August 25 2011 10:58 branflakes14 wrote: 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". they should crush zerglings since they are so big and don't have twig legs like colossi! | ||
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IPA
United States3206 Posts
I love all the other changes, not trying to whine too much. Just wondering where Blizz got the mind to change contaminate. | ||
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theEpsilon
Austria23 Posts
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MartynX
United Kingdom122 Posts
On August 25 2011 10:42 HolyArrow wrote: Can anyone comment on the ramp vision range nerf? Not sure how significant that is off the top of my head. It was where you can blink one stalker over a force field at the bottom of a ramp no matter were it was placed (usually to provide vision for more stalkers to blink up) | ||
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Eishi_Ki
Korea (South)1667 Posts
On August 25 2011 11:00 Raiznhell wrote: 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. What this guy fucking said. And Marines. | ||
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zeehar
Korea (South)3804 Posts
what league are you in? | ||
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common_cider
342 Posts
On August 25 2011 10:14 awu25 wrote: Thoughts: Looks like hellions won't be so popular anymore Interesting contaminate change, didn't think many people used it, let alone thought it needed a change. Contaminate was abused on occasion. Nestea vs, Losira GSl finals, and a few ZvZ has seen repeated contaminate used as a strat. | ||
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Kyhol
Canada2575 Posts
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seaofsaturn
United States489 Posts
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Starcraft2Radio
United States132 Posts
Not a big fan of the Barracks build time nerf. The Hellion nerf is not that bad, but still a little bit confusing. Guess they were tired of the current TvT and TvZ metagame. Love the HSM buff though. Also love the Fungal Growth Damage nerf. Chain Fungals is the least fun mechanic in Starcraft 2. | ||
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zeehar
Korea (South)3804 Posts
/facepalm | ||
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OlorinTheWise
United States173 Posts
On August 25 2011 11:00 furerkip wrote: All units not Mutalisks/Speedlings/Speed Banelings/Stimmed Bio (I think). Stalkers should be able to outrun it as well, as they're the same speed. | ||
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vol_
Australia1608 Posts
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes. Finally! I wonder if they only just noticed this now or didn't change it for a reason before. | ||
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MattBarry
United States4006 Posts
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dc302
Australia576 Posts
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. As for overseers, i think they are 'meaty' because they give supply. ie, you can get supply blocked from them dying. Also, they are not cloaked like the observer, which is 25-75. So an overseer being 150-50 seems reasonable to me. I agree with your thoughts about the fungal though. | ||
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