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Patch 1.4 PTR Notes (updated 9/8) - Page 298

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
CDMVR
Profile Joined August 2011
United States92 Posts
September 09 2011 11:15 GMT
#5941
and all the zergs told us to qq more when the barracks nerf was announced on ptr....
Warwick Only [Dia IV KR, Dia I NA]
Therg
Profile Joined October 2010
Sweden238 Posts
September 09 2011 11:17 GMT
#5942
On September 09 2011 13:40 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use



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



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs



fungal growth & feedback are same range.

check it here:

http://wiki.teamliquid.net/starcraft2/Infestor
http://wiki.teamliquid.net/starcraft2/High_templar


i'm surprised your game knowledge is flawed for someone with oh so many posts

i didn't know post count translates to game understanding too? nice logic bro

was it the same logic that you used when you inserted broodlords into your argument?

i say again, fact is, if opponent can fungal you, you can feedback them. you obviously don't know how to use HT that's why you think fungal has longer range.

Fungal growth has an effective range of 11 (Range 9 + Radius 2). Get your facts straight before saying someone has flawed game knowledge.
Toadvine
Profile Joined November 2010
Poland2234 Posts
September 09 2011 11:18 GMT
#5943
Meh, I don't think I like the neural change as a Protoss player. I think a better change would've been requiring Hive to research Neural, or maybe nerfing the range by 1. Making it altogether unusable on units it was clearly intended to be used on by design seems way overboard to me.

Regarding the Infestor, I'd much prefer changes that would actually make it a support caster, not a self-sufficient killing machine very potent in large numbers. I guess the Neural nerf tries to achieve something like that, but I don't like it that much.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
iCanada
Profile Joined August 2010
Canada10660 Posts
September 09 2011 11:20 GMT
#5944
On September 09 2011 19:30 Sapphire.lux wrote:
Show nested quote +
On September 09 2011 19:17 iCanada wrote:
On September 09 2011 19:09 Blackk wrote:
Can't ultras toe to toe with mass thors? I think blizzard is going for a whole new endgame...


You would think.

It isn't even close. 1v1, if they start right next to eachother the Thor wins. If they start at a range like any fight would, it is a disgusting win for the Thor.

It gets worse as you add more Thors/Ultras. Thors also scale much better with attack upgrades, getting +3 to the ultras +2.


Arrr in a 1v1 with 0/0 ups the thor wins but only just (start from range, no creep) With 3/3 Ultra win, but only just (from range, no creep) It's all about positioning though. Thors want to be in a choke point while Ultras want to surround to make use of AOE. Its Thor favored as it should be, but a far cry from being disgusting. The build time was the main problem for the Ultra and now that is no longer an issue.


It is disgusting. The more Thors, the scarier it is. Try it out with Thors focus firing, the Ultra splash radius is too short to hit multiple Thors.

Considering the units cost the same resources and supply, it isn't close at all.
Asha
Profile Blog Joined November 2010
United Kingdom38200 Posts
Last Edited: 2011-09-09 11:21:37
September 09 2011 11:21 GMT
#5945
Interesting nerf on neural; might make mech in TvZ rather more viable at higher levels.

I suspect this is a dramatic change to see how it affects balance, and they'll tone it back if it is too over the top. Likely won't make it through to the actual patch, but I could see them doing something like Neural duration reduced by 50% vs massive units.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
September 09 2011 11:22 GMT
#5946
On September 09 2011 20:15 Itallion wrote:
and all the zergs told us to qq more when the barracks nerf was announced on ptr....


Just a question: do you think the barracks nerf is as big as the infestor neural parasite no more massive nerf?

If you do, I respectfully beg to differ.
I love.
choopakabra
Profile Joined August 2010
53 Posts
September 09 2011 11:23 GMT
#5947
Infestors' neural parasite ability no longer works on massive units.

This is like Christmas but without presents.
Choopakabra EU
Wpcwe
Profile Blog Joined February 2011
Russian Federation126 Posts
September 09 2011 11:24 GMT
#5948
Infestor’s Neural Parasite can no longer target Massive units.

TT
bad news for Dimaga - lings+infestors+ultralisk.

only corruptor vs colossus.ah...
thor, battlecruiser and other units. a lot of diversity in the game.
i love infestors, love neural parasite.

everybody hates wpcwe*
norterrible
Profile Joined October 2009
United States618 Posts
September 09 2011 11:24 GMT
#5949
On September 09 2011 20:22 AdrianHealey wrote:
Show nested quote +
On September 09 2011 20:15 Itallion wrote:
and all the zergs told us to qq more when the barracks nerf was announced on ptr....


Just a question: do you think the barracks nerf is as big as the infestor neural parasite no more massive nerf?

If you do, I respectfully beg to differ.


Also, are there 20 zergs in GSL code S? I feel like it's pretty obvious terran is dominant right now.
kekeke
Michaels
Profile Joined August 2010
419 Posts
September 09 2011 11:26 GMT
#5950
It will not go live, they already fucked up once when they removed energy bar from thor and left protoss without counter to mass thor. This is same but with zerg.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 09 2011 11:26 GMT
#5951
This wasn't the nerf I would use but something needed to be done to the infestor.
Stork HerO and Protoss everywhere - redfive on bnet
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
September 09 2011 11:27 GMT
#5952
Maybe something like 'it costs more energy to neural massive units' would have made more sense. But really; the only reason you research neural is to neural parasite the massive ones (thor, archon, colossus; in rare cases tank, immortal, void ray or mothership. Admittedly; gosu players can neural casters, but still; that's not the reason (usually) you get neural parasite for.)

I love.
MHT
Profile Joined August 2010
Sweden1026 Posts
September 09 2011 11:28 GMT
#5953
Looking forward to using more thors in TvZ if this change goes through.
Bocian
Profile Joined September 2010
Poland259 Posts
September 09 2011 11:29 GMT
#5954
how about making neural cause a stun effect on massive units instead of taking control of them?
babysimba
Profile Joined November 2010
10466 Posts
September 09 2011 11:29 GMT
#5955
You can't look at the match-up simply just by comparing HT and infestors.
Aside from that why are people even seeing the maximum range of fungal as the effective range of fungal, i hope you don't expect zerg to just fungal 1 or 2 units at the edge of the circle.
Falcor
Profile Joined February 2010
Canada894 Posts
Last Edited: 2011-09-09 11:30:51
September 09 2011 11:30 GMT
#5956
On September 09 2011 20:18 Toadvine wrote:
Meh, I don't think I like the neural change as a Protoss player. I think a better change would've been requiring Hive to research Neural, or maybe nerfing the range by 1. Making it altogether unusable on units it was clearly intended to be used on by design seems way overboard to me.


Thats actually the zerg MO. Blizzard makes a bunch of units designed for x purpose. Then they nerf it into oblivion so it doesnt fit that purpose anymore (4 nerfs for the infestor) or remove it from the game and we get left with roach ling.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 09 2011 11:30 GMT
#5957
On September 09 2011 20:20 iCanada wrote:
Show nested quote +
On September 09 2011 19:30 Sapphire.lux wrote:
On September 09 2011 19:17 iCanada wrote:
On September 09 2011 19:09 Blackk wrote:
Can't ultras toe to toe with mass thors? I think blizzard is going for a whole new endgame...


You would think.

It isn't even close. 1v1, if they start right next to eachother the Thor wins. If they start at a range like any fight would, it is a disgusting win for the Thor.

It gets worse as you add more Thors/Ultras. Thors also scale much better with attack upgrades, getting +3 to the ultras +2.


Arrr in a 1v1 with 0/0 ups the thor wins but only just (start from range, no creep) With 3/3 Ultra win, but only just (from range, no creep) It's all about positioning though. Thors want to be in a choke point while Ultras want to surround to make use of AOE. Its Thor favored as it should be, but a far cry from being disgusting. The build time was the main problem for the Ultra and now that is no longer an issue.


It is disgusting. The more Thors, the scarier it is. Try it out with Thors focus firing, the Ultra splash radius is too short to hit multiple Thors.

Considering the units cost the same resources and supply, it isn't close at all.


We probably have a different understanding of "disgusting" :p. Thors are favored no doubt, but if they are clumped up, ultra splash does kill them easy. At Blizzcon (i think) Blizzard said that Thors are supposed to kill Ultras. Anyway, enough theorycrafting from me :p


Head Coach Park: "They should buff tanks!"
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
September 09 2011 11:30 GMT
#5958
So what should a Zerg neural than? Totally weird change, makes this spell completely useless imo.
Parcelleus
Profile Joined January 2011
Australia1662 Posts
September 09 2011 11:30 GMT
#5959
Please anyone, any indication when patch 1.4 is going live ?
*burp*
Falcor
Profile Joined February 2010
Canada894 Posts
September 09 2011 11:32 GMT
#5960
On September 09 2011 20:30 CruelZeratul wrote:
So what should a Zerg neural than? Totally weird change, makes this spell completely useless imo.


the enemy worker.
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