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Patch 1.4 PTR Notes (updated 9/8) - Page 29

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
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 25 2011 02:09 GMT
#561
On August 25 2011 11:08 blacklist_member wrote:
Great Patch, confused about the contaminate nerf tho....

P.S. -Does anyone know if PTR is ever coming to EU??


it makes sense if you think about it. With overseer's costing 50 gas now you could do mass contamination and only be spending 200 gas for 4 overseer's instead of 400 for 4. Huge difference and I agree with it.
When I think of something else, something will go here
RedHelix
Profile Joined August 2010
250 Posts
Last Edited: 2011-08-25 02:10:35
August 25 2011 02:09 GMT
#562
On August 25 2011 11:03 IPA wrote:
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.


with overseers becoming cheaper(50 less gas) we're probably going to see overseers a lot more and with that contaminate could potentially become too strong, destiny was already refining a scary mass overseer build, as a zerg player i think it's fine, overseers are a much needed change in scouting even though these days its popular to delay your lair by a lot, maybe the extra scouting will make early lairs worth it
shinyA
Profile Joined November 2008
United States473 Posts
August 25 2011 02:10 GMT
#563
PvT problems - Ghost counters everything / 1-1-1 is OP
Blizzard solution - Buff the Immortal which is countered by Ghost's and useless against 1-1-1


PvZ problems - Infestor stops blink and counters pretty much every P unit.
Blizzard solutoin - Reduce the damage by nothing and nerf blink research timing.
twitch.tv/ggshinya
dennistoo
Profile Joined October 2010
Singapore155 Posts
August 25 2011 02:10 GMT
#564
The blink research time nerf makes no sense at all.

By nerfing blink research timing, PvP match up will be even more boring. It will be either 4 Gate or 3 Gate Rob. There will be lesser blink battle i guess? And PvT, Protoss will have harder time deal with drops because of blink nerf.

Barrack increase built time, makes no sense at all. Sadly, no nerf-ing on 1/1/1..
MC to Idra: 2-0? You Dream. I 4-0, you cry.
deadjawa
Profile Joined May 2011
United States179 Posts
August 25 2011 02:10 GMT
#565
The contanimate change stems from the fact that overseers are so cheap now. Even so, its still a net buff to contaminate, and you'll probably see it more.
tuho12345
Profile Blog Joined July 2011
4482 Posts
August 25 2011 02:10 GMT
#566
Barrack build time is kinda unnecessary, may be Starport or factory build time longer is fine.
mousepad
Profile Joined April 2010
United States136 Posts
August 25 2011 02:10 GMT
#567
On August 25 2011 11:02 Ravnemesteren wrote:
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.


The build time for Ultras could work somewhat. One of the problems with Ultras is that they left Zerg vulnerable for long periods and protoss could remax with collossi just as fast and terrans could get an effective amount of marauders much more quickly than Zerg could produce them.
atum
Profile Joined February 2011
5 Posts
August 25 2011 02:11 GMT
#568
yea right, keep qq and u might get colossi shoting air units next patch.
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
August 25 2011 02:11 GMT
#569
Barracks nerf stings a bit, but I think I might be able to live with it. As for blue flame, it's not the decrease in damage that I'm upset about, but the cost effectiveness. I'm not so sure that 150/150 is really worth 5 extra damage now. And blue flame is useless to have when harassing probes and drones now, as it will take 3 hits to kill one of them with or without it.

Aside from the above, I think it's actually a really good patch and I hope most of the changes make it to release.
Bird up
ExquisiteRed
Profile Joined February 2011
396 Posts
August 25 2011 02:11 GMT
#570
Looks like the best patch yet, good job blizzard!
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 25 2011 02:11 GMT
#571
On August 25 2011 11:10 shinyA wrote:
PvT problems - Ghost counters everything / 1-1-1 is OP
Blizzard solution - Buff the Immortal which is countered by Ghost's and useless against 1-1-1


PvZ problems - Infestor stops blink and counters pretty much every P unit.
Blizzard solutoin - Reduce the damage by nothing and nerf blink research timing.

Immortal is useless versus 1-1-1?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 02:11 GMT
#572
On August 25 2011 11:05 seaofsaturn wrote:
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.


We've yet to see a PTR patch go up exactly as it was straight to live, it's on the PTR for testing, not for the sake of changes.

Though I do agree, this is the first time I've seen a blizzard patch that really just cut to the heart of the current trends and not attempt a round-about fix.
dc302
Profile Joined December 2010
Australia576 Posts
August 25 2011 02:11 GMT
#573
On August 25 2011 11:08 legaton wrote:
Huge nerfs for terrans... i agree 100% about the need to solve the 1-1-1 push, but i wish Blizzard found more creative solutions than nerfing everything. What's fun about BW are all those overpowered units neutralizing each-other. Every-time something is nerfed, i feel SC2 become less fun as everything becomes more inconsequential.

As a terran, what this game needs is not more terran nerfs, but two new units: a lurker for zergs, to help them hold positions; and a siege breaker for protoss (aka, a reaver). That would solve all the problems, and i would keep the game fun.


What nerfs to the 1-1-1 are you talking about? If anything, there was only a protoss buff to the immortal that's really relevant..
...
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
August 25 2011 02:12 GMT
#574
On August 25 2011 11:10 shinyA wrote:
PvT problems - Ghost counters everything / 1-1-1 is OP
Blizzard solution - Buff the Immortal which is countered by Ghost's and useless against 1-1-1


PvZ problems - Infestor stops blink and counters pretty much every P unit.
Blizzard solutoin - Reduce the damage by nothing and nerf blink research timing.


What are you talking about, immortals are definitely useful vs 111.

Get colossi vs ghosts... it's not like there's no answer to them. Whether it's too hard or difficult is quite subjective and hard to determine by blizz if it's OP or not.

The damage is reduced by a little...
unless if infestors counter every single unit, then it's not "imbalanced"

there are many units that counter "pretty much every X unit"
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
August 25 2011 02:12 GMT
#575
Pretty decent set of patch notes, IMHO. Obviously not happy about barracks build time change but it's only 5 seconds (although it means 5 sec later orbital, factory, starport, basically slightly slower everything).

I'd like to see blue flame research cost reduced a little. To 100/100 would be good because it makes it well worthwhile still and less outrageous than previously with +10 vs Light.

Finally I heart the Infestor nerf. Marines can breath a little bit easier now.
Starleague Forever. RIP KT Violet~
gurrpp
Profile Blog Joined October 2009
United States437 Posts
August 25 2011 02:12 GMT
#576
On August 25 2011 11:07 Knightess wrote:
Mothership
Acceleration increased from 0.3 to 1.375. :D :D :D :D :D :D :D

Warp Prism
Shields increased from 40 to 100.

I consider this Special tactics BUFF


Wait why is increasing the acceleration for the mothership a big deal? Its still super slow, but I guess now you can change direction faster.
hot fuh days
pyaar
Profile Blog Joined August 2010
United States423 Posts
Last Edited: 2011-08-25 02:19:01
August 25 2011 02:13 GMT
#577
Raven
Seeker missile movement speed increased from 2.5 to 2.953.


Sweet mother of mercy. TvT just got a lot more interesting.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


2-shot workers was fun to watch and do, but this was probably needed.
NguN
Profile Joined August 2009
Australia1322 Posts
August 25 2011 02:13 GMT
#578
Poll: Do you like the new patch changes?

Yes! Great patch! (41)
 
48%

Not happy with some of the changes... (22)
 
26%

Yeah, not too bad I guess... (14)
 
16%

This patch is stupid! (8)
 
9%

85 total votes

Your vote: Do you like the new patch changes?

(Vote): Yes! Great patch!
(Vote): Yeah, not too bad I guess...
(Vote): Not happy with some of the changes...
(Vote): This patch is stupid!


a176
Profile Blog Joined August 2009
Canada6688 Posts
August 25 2011 02:13 GMT
#579
On August 25 2011 11:10 tuho12345 wrote:
Barrack build time is kinda unnecessary, may be Starport or factory build time longer is fine.


extra 5 seconds would mean seeing many more successful 15hatch
starleague forever
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 25 2011 02:13 GMT
#580
65 seconds to barrack and immortal +1 range is probably enough for koreans to be able to deal with 1/1/1, we'll see
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