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Patch 1.4 PTR Notes (updated 9/8) - Page 27

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
mumming
Profile Joined June 2010
Faroe Islands256 Posts
August 25 2011 02:03 GMT
#521
Nice! Merz will loose half his apm now :/
Xivsa
Profile Joined April 2011
United States1009 Posts
August 25 2011 02:03 GMT
#522
Interesting notes, will be curious to see which changes actually make it to the live server. I like the blink research time increase and the overseer changes (both of them). I wonder if Korean Terrans will abandon the hellion again or keep trying to add it in for mech/drop play/etc builds.
I don't know half of you half as well as I should like and I like less than half of you half as well as you deserve. - Bilbo
dc302
Profile Joined December 2010
Australia576 Posts
August 25 2011 02:03 GMT
#523
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..
...
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 25 2011 02:03 GMT
#524
On August 25 2011 11:00 thesauceishot wrote:
Show nested quote +
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?


I stopped reading his post when I saw that >.>
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 25 2011 02:03 GMT
#525
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
BoondockVeritas
Profile Joined August 2010
United States191 Posts
August 25 2011 02:03 GMT
#526
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".


they should crush zerglings since they are so big and don't have twig legs like colossi!
NA server Veritas.414, KR server Bullet.382. 지지요!
IPA
Profile Joined August 2010
United States3206 Posts
August 25 2011 02:03 GMT
#527
I know it's relatively small but -- why the contaminate change? Was it being abused? Come on now...

I love all the other changes, not trying to whine too much. Just wondering where Blizz got the mind to change contaminate.
Time held me green and dying though I sang in my chains like the sea.
theEpsilon
Profile Joined May 2011
Austria23 Posts
August 25 2011 02:03 GMT
#528
I just had goosebumbs of joy after reading the patch notes. Than i noticed that is only PTR for now. Hope Immortal/Warp Prism stays for the real patch.
MartynX
Profile Joined May 2011
United Kingdom122 Posts
August 25 2011 02:03 GMT
#529
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)
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
August 25 2011 02:04 GMT
#530
On August 25 2011 11:00 Raiznhell wrote:
Show nested quote +
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.


What this guy fucking said. And Marines.
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 02:04 GMT
#531
ermac just said that marauders are useless in tvp.

what league are you in?
I AM THE UNIVERSAL CONSTANT
common_cider
Profile Joined July 2011
342 Posts
August 25 2011 02:04 GMT
#532
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.
Never eat at a chinese restraunt located by the pound
Kyhol
Profile Blog Joined October 2008
Canada2575 Posts
August 25 2011 02:04 GMT
#533
Woo immortals. Maybe now people will stop making so damn many collosus!
Wishing you well.
seaofsaturn
Profile Blog Joined September 2010
United States489 Posts
August 25 2011 02:05 GMT
#534
It's almost like they are patching it just to patch it, not even for the sake of balance. I will be interested in reading their explanations.
Photoshop is over-powered.
Starcraft2Radio
Profile Joined May 2011
United States132 Posts
August 25 2011 02:05 GMT
#535
Love the Immortal and WP buffs.

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.
http://www.starcraft2radio.com - Every Monday, Wednesday and Friday!
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 02:05 GMT
#536
team liquid, where a five second barracks time increase brings qq about proxy two gates.

/facepalm
I AM THE UNIVERSAL CONSTANT
OlorinTheWise
Profile Joined May 2010
United States173 Posts
August 25 2011 02:06 GMT
#537
On August 25 2011 11:00 furerkip wrote:
Show nested quote +
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).


Stalkers should be able to outrun it as well, as they're the same speed.
"Evil, be thou my good."
vol_
Profile Joined May 2010
Australia1608 Posts
August 25 2011 02:06 GMT
#538
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.
Jaedong gives me a deep resonance.
MattBarry
Profile Joined March 2011
United States4006 Posts
August 25 2011 02:06 GMT
#539
There are soooo many changes in this patch. The entire metagame is going to get a huge shaking
Platinum Support GOD
dc302
Profile Joined December 2010
Australia576 Posts
August 25 2011 02:06 GMT
#540
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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