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Patch 1.4 PTR Notes (updated 9/8) - Page 281

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
Froob
Profile Joined December 2010
United Kingdom342 Posts
September 09 2011 06:39 GMT
#5601
blizzard went full retard.

User was temp banned for this post.
イア
schmutttt
Profile Blog Joined November 2010
Australia3856 Posts
September 09 2011 06:42 GMT
#5602
If neural can't target massive units then might as well make it permanent....
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 09 2011 06:43 GMT
#5603
On September 09 2011 15:39 gruff wrote:
Show nested quote +
On September 09 2011 15:34 TheSilverfox wrote:
As I Protoss I cannot deny that I like the NP change but to be fair I would rather see that the change only was on Massive air units.

That way Carriers, Battlecruisers, Mothership and Brood Lords could not be NP. The spell would still be good against Thors and Colossus but not on the giant air units.

+ It would also make sense regarding the game/lore. I have always thought it is kind of stupid that a small Infestor can NP a giant Mothership.


I'd be fine with that. Who uses those units anyway?

+1 for that, makes sense and doesnt screw up either of the matchups
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Tuczniak
Profile Joined September 2010
1561 Posts
September 09 2011 06:43 GMT
#5604
haha, i guess i'll neural parastire zealots now.

Blizzard is like "you know, we fucked up corruptor, but we still want you too use it, ok?"
Junichi
Profile Joined January 2011
Germany1056 Posts
September 09 2011 06:44 GMT
#5605
I think it will be hard to touch a terran army which has more than 2-4 Thors in it... Well lets see what the pros will do with it...
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
Lomak
Profile Joined June 2010
United States311 Posts
September 09 2011 06:44 GMT
#5606
Wish they would make the hydralisk worth a shit.
Some see the glass half full, others half empty. I think the glass is just too big.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 09 2011 06:45 GMT
#5607
This change is necessary, no way Toss and Terran can go heavy mech against Zerg. So stop crying Zerg. They will have something to do with Thor and ghost too soon.
TheDraken
Profile Joined July 2011
United States640 Posts
September 09 2011 06:46 GMT
#5608
On September 09 2011 15:13 Crashburn wrote:
Mathematically speaking, it is super unfair that a zerg was able to NP potentially-eight-food units and there is no cap, just depending on the number of infestors with available energy you had.

Let's imagine a protoss army that includes six colossi (six food each) and a mothership (eight food). And let's also assume the zerg player has seven infestors ready with enough energy for NP. Boom, away go the colossi (36 food) and the mothership (8 food) for a total of 44 food. But it's not zero-sum. The zerg gets +44 (244) and the protoss gets -44 (156) for an 88-food swing, or nearly 50% of the food berth.

Obviously, that's just an example that pops up in maybe 5% of ZvP games, but it is super unfair just mathematically speaking. I'm glad Blizzard made the change. Especially because protoss rely on the big-food units since basic tier-1 gateway units lose effectiveness in the late game (generally speaking).



That's a problem with the design of protoss, not zerg. NP levels the playing field against terran mech armies, and taking it away leaves zerg with just broodlords to deal with mech, which are ridiculously expensive and take forever to tech to.

Blizzard should have buffed toss in a way that it can safely fight without massive units, mitigating the effect of NP. Would have helped it against Z, would have helped it against T.

Instead blizz decides to nerf zerg for a protoss problem. Makes absolutely no sense.
fast food. y u no make me fast? <( ಠ益ಠ <)
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2011-09-09 06:49:46
September 09 2011 06:46 GMT
#5609
On September 09 2011 15:39 gruff wrote:
Show nested quote +
On September 09 2011 15:34 TheSilverfox wrote:
As I Protoss I cannot deny that I like the NP change but to be fair I would rather see that the change only was on Massive air units.

That way Carriers, Battlecruisers, Mothership and Brood Lords could not be NP. The spell would still be good against Thors and Colossus but not on the giant air units.

+ It would also make sense regarding the game/lore. I have always thought it is kind of stupid that a small Infestor can NP a giant Mothership.


I'd be fine with that. Who uses those units anyway?




I'd like fungal to just slow air units.....it really bothers me that a ship gets frozen in the sky because of goo....(this is mainly coming from someone trying for the last year to make carriers viable and having interceptors stopped......)


On September 09 2011 15:45 tuho12345 wrote:
This change is necessary, no way Toss and Terran can go heavy mech against Zerg. So stop crying Zerg. They will have something to do with Thor and ghost too soon.



I been hoping for a ghost nerf for the last year lol
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2011-09-09 06:46:41
September 09 2011 06:46 GMT
#5610
On September 09 2011 15:45 tuho12345 wrote:
This change is necessary, no way Toss and Terran can go heavy mech against Zerg. So stop crying Zerg. They will have something to do with Thor and ghost too soon.

Sure they will even though they've done nothing in a patch this big to those units.
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 09 2011 06:46 GMT
#5611
I'll be surprised if the NP nerf makes it to the actual patch. Not needed really... fungal has been adequately dealt with, but NP was never a big problem. I feel turtling for colossi balls will come back with a vengence. It would have been nice to see some attempt at dealing with PvT other than prism buff and immortal range, I feel EMP swings the tide of battles in a bigger way than NP ever did...
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
MacroNcheesE
Profile Blog Joined April 2010
United States508 Posts
September 09 2011 06:48 GMT
#5612
increasing feedback range would be pretty nice. I think EMP really needed to be tweaked in some way or another. At least with +1 to feedback range it won't nerf either the emp or fungal, and give protoss a chance to stop them before it completely wrecks your expensive as shit army.
Doubt is the venom that has paralyzed humanity.
hakhu
Profile Joined October 2010
Germany43 Posts
September 09 2011 06:49 GMT
#5613
On September 09 2011 15:34 TheSilverfox wrote:
As I Protoss I cannot deny that I like the NP change but to be fair I would rather see that the change only was on Massive air units.

That way Carriers, Battlecruisers, Mothership and Brood Lords could not be NP. The spell would still be good against Thors and Colossus but not on the giant air units.

+ It would also make sense regarding the game/lore. I have always thought it is kind of stupid that a small Infestor can NP a giant Mothership.


This is an awesome suggestion. It makes sense and seems to address the respective balance whining.

I play random, so I'm almost impartial.

Let's put that to a vote!
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
September 09 2011 06:50 GMT
#5614
I'd be okay with it if they also lowered research build time/cost, and maybe energy cost. Straight up leaving it in would be a bit silly since all it will do is make zergs use the spell even less than they already do. Not sure why they'd change neural before changing infested terrans, tis a bit weird.
@QxGDarkCell ._.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
September 09 2011 06:50 GMT
#5615
so much of these changes seem so unnecessary still. i still cant wrap my head around the zealot charge change
itiswhatitis
Profile Joined February 2011
United States136 Posts
September 09 2011 06:52 GMT
#5616
Infestors already vaporize so easily to Terran armies, this change is just so ridiculous and unnecessary. I've not heard one pro complaining about NP, yet many things that they DO complain about (validly or otherwise) remain unaddressed. Whoever said terran can't go mech against zerg... have you ever heard of this unit called the siege tank? I hear a few of them sieged up can keep infestors from getting close enough to NP, or at least reduce them to a pile of guts in the blink of an eye if they do happen to get close enough for NP.
"The bad artists imitate. The great artists steal." -itiswhatitis
Allied
Profile Blog Joined October 2010
United States129 Posts
September 09 2011 06:53 GMT
#5617
some crazy stuff mech for t looking way more viable
twitter: @AlliieD
GrandCrusader
Profile Joined November 2010
New Zealand47 Posts
September 09 2011 06:53 GMT
#5618
The NP change was needed. although imo it should be removed completely now as it is pretty much useless. Although the spell combination of Fungal/NP and Infested Terrans meant that Infestors could at least soft counter every unit in the game and this change is needed.
We shall serve forever.
Demonhunter04
Profile Joined July 2011
1530 Posts
September 09 2011 06:53 GMT
#5619
The contaminate change, I'm pretty sure, is because of halving the gas cost of overseers. Contaminate would be overpowered if overseers were cheap (as they soon will be).
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
David451
Profile Joined October 2010
United States491 Posts
Last Edited: 2011-09-09 06:56:33
September 09 2011 06:55 GMT
#5620
As a former random player, now terran player, I have to say I'm pretty happy with this patch, it definitely moves things in the right direction. Not convinced it will fix all balance issues, but overall I think it nerfs Terran more than anyone else (necessary), buffs Protoss more than anyone (necessary), and only nerfs Zerg slightly (offset by Terran nerfs).
Shae: I don't want to play. Tyrion: It's fun! Look at the fun we're having!
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