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Patch 1.4 PTR Notes (updated 9/8) - Page 301

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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
Sennap
Profile Joined December 2010
Iceland88 Posts
September 09 2011 12:18 GMT
#6001
With Blue flame nerf i thought Hellion/thor would be no longer viable in TvZ, but with no NP on thors i think it would still be very strong. And i guess BCs would be an lategame option now, which is awesome.
Huragius
Profile Joined September 2010
Lithuania1506 Posts
September 09 2011 12:20 GMT
#6002
On September 09 2011 21:18 Sennap wrote:
With Blue flame nerf i thought Hellion/thor would be no longer viable in TvZ, but with no NP on thors i think it would still be very strong. And i guess BCs would be an lategame option now, which is awesome.


BC will never be a late game option in non-TvT-game, especially against zerg.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
September 09 2011 12:21 GMT
#6003
BC's are however very potent in midgame; if you can slow down the zerg.
I love.
father_mitch
Profile Joined February 2010
United States48 Posts
September 09 2011 12:22 GMT
#6004
Making special exceptions for spells like this really bothers me. If they have a problem with neural, change the spell itself by changing mana cost, duration, anything. Putting these weird modifiers on it makes it so counterintuitive.

And here's my zerg tears: Why the hell can snipe still affect massive units if you can't neural massive units?!
"Why for come you have no tattoo?"
Deleted User 26513
Profile Joined February 2007
2376 Posts
September 09 2011 12:22 GMT
#6005
On September 09 2011 21:17 Xadar wrote:
That neural nerf must be a joke, they cant do it because of zvp. Colossi armies are already insanely hard to stop and very easy to use for a protoss player, and now you cant even mindcontrol them any longer+ fungal nerf will make the deathball what is was at the start of this year again: hard to beat, easy to use.

The fungal nerf doesn't affect ZvP...
-
I wonder why they do that change now ?
Maybe they saw that NP Archons and Colossus with all the upgrades is way too powerful, idk.
kmh
Profile Joined November 2010
Finland351 Posts
September 09 2011 12:23 GMT
#6006
On September 09 2011 21:17 ma70 wrote:
Glad to see more nerfs to Infestors. I normally don't like to complain about balance but this will help with my Colossus usage, sorta.


Here's a question. If a zerg wishes to avoid roach/corruptor compositions, what options does he now have against heavy colossus play? One of the pivots around which ling/infestor styles rotated was the ability to discourage excessive colossus counts with neural parasite - even so high colossus counts were still quite effective. As a protoss, what makes you afraid once you have 6+ colossus?

The infestors served to bridge the gap to brood lords. Will they still have this function, or is this entire path of play now unviable?
Nimic
Profile Joined September 2010
Norway1360 Posts
September 09 2011 12:23 GMT
#6007
On September 09 2011 21:21 AdrianHealey wrote:
BC's are however very potent in midgame; if you can slow down the zerg.


BC's in midgame? Good luck with that!
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 09 2011 12:25 GMT
#6008
blizzard, i don't understand your logic behind this neural parasite change. what else would i use it for?

maybe immortals, maybe void rays.. but siege tanks? allow me to get in range of a siege line with my armored unit >.>

vikings? meh. fungal and infested terrans is way more efficient..besides what are they going to kill from the terran?

you've also made team games quite difficult

i hope this is one of those changes that is immediately reversed for the sake of the sanity of zerg players everywhere (especially with Destiny on suicide watch )
LiquidDota Staff@BluemoonGG_
Erionn
Profile Joined January 2011
United States1015 Posts
September 09 2011 12:25 GMT
#6009
On September 09 2011 21:22 Pr0wler wrote:
Show nested quote +
On September 09 2011 21:17 Xadar wrote:
That neural nerf must be a joke, they cant do it because of zvp. Colossi armies are already insanely hard to stop and very easy to use for a protoss player, and now you cant even mindcontrol them any longer+ fungal nerf will make the deathball what is was at the start of this year again: hard to beat, easy to use.

The fungal nerf doesn't affect ZvP...
-
I wonder why they do that change now ?
Maybe they saw that NP Archons and Colossus with all the upgrades is way too powerful, idk.


How does it not affect ZvP? 6 less damage is 6 less damage. Regardless of whether or not it's meaningful it still affects it.
Sleight
Profile Blog Joined May 2009
2471 Posts
September 09 2011 12:26 GMT
#6010
So you can now only Mind Control stuff small enough to not matter? This makes no sense. The reason Infestors are successful as an answer to the Colossi ball is that stealing a few allows the Zerg ball's DPS to actually MAYBE take out the Protoss ball.

I don't understand the motivation. There isn't any evidence that Zerg ior the Infestor is OP, I don't think.
One Love
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
September 09 2011 12:26 GMT
#6011
On September 09 2011 21:23 kmh wrote:
Show nested quote +
On September 09 2011 21:17 ma70 wrote:
Glad to see more nerfs to Infestors. I normally don't like to complain about balance but this will help with my Colossus usage, sorta.


Here's a question. If a zerg wishes to avoid roach/corruptor compositions, what options does he now have against heavy colossus play? One of the pivots around which ling/infestor styles rotated was the ability to discourage excessive colossus counts with neural parasite - even so high colossus counts were still quite effective. As a protoss, what makes you afraid once you have 6+ colossus?

The infestors served to bridge the gap to brood lords. Will they still have this function, or is this entire path of play now unviable?


I'm really terrible (diamond lol), but infestor/broodlord+ground support is really scary no matter what army i have. With fungal it's really hard to snipe the broods with blink stalkers, and void rays just get decimated by fungal/infested terrans.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Shade_FR
Profile Joined June 2010
France378 Posts
September 09 2011 12:26 GMT
#6012
On September 09 2011 21:25 Erionn wrote:
Show nested quote +
On September 09 2011 21:22 Pr0wler wrote:
On September 09 2011 21:17 Xadar wrote:
That neural nerf must be a joke, they cant do it because of zvp. Colossi armies are already insanely hard to stop and very easy to use for a protoss player, and now you cant even mindcontrol them any longer+ fungal nerf will make the deathball what is was at the start of this year again: hard to beat, easy to use.

The fungal nerf doesn't affect ZvP...
-
I wonder why they do that change now ?
Maybe they saw that NP Archons and Colossus with all the upgrades is way too powerful, idk.


How does it not affect ZvP? 6 less damage is 6 less damage. Regardless of whether or not it's meaningful it still affects it.


Because people are theorycrafting too much and still think you can beat a Protoss army with Fungal Growths only.... ("It requires the same number of Fungals !!")
It makes me sick. :x
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-09-09 12:27:51
September 09 2011 12:27 GMT
#6013
On September 09 2011 21:25 Erionn wrote:
Show nested quote +
On September 09 2011 21:22 Pr0wler wrote:
On September 09 2011 21:17 Xadar wrote:
That neural nerf must be a joke, they cant do it because of zvp. Colossi armies are already insanely hard to stop and very easy to use for a protoss player, and now you cant even mindcontrol them any longer+ fungal nerf will make the deathball what is was at the start of this year again: hard to beat, easy to use.

The fungal nerf doesn't affect ZvP...
-
I wonder why they do that change now ?
Maybe they saw that NP Archons and Colossus with all the upgrades is way too powerful, idk.


How does it not affect ZvP? 6 less damage is 6 less damage. Regardless of whether or not it's meaningful it still affects it.


Zealot: 5 fungal growths (no changes)
Stalker: 4 fungal grwoths (no changes)
Sentry: 3 fungal growths (no changes)
High Templar: 3 fungal growths (no changes)
Dark Templar: 4 fungal growths (no changes)
Immortal: 7 fungal growths (before), 8 fungal growths (now)
Colossus: 8 fungal growths (before), 9 fungal growths (now)
Void ray: 6 fungal growths (before), 7 fungal growths (now)
Carrier: 10 fungal growths (before), 12 fungal growths (now)
Archon: 10 fungal growths (before), 12 fungal growths (now)

I did this fast, so a mistake is possible. However, it affects ZvP more or less. ^^
kmh
Profile Joined November 2010
Finland351 Posts
September 09 2011 12:27 GMT
#6014
On September 09 2011 21:26 Sleight wrote:
So you can now only Mind Control stuff small enough to not matter? This makes no sense. The reason Infestors are successful as an answer to the Colossi ball is that stealing a few allows the Zerg ball's DPS to actually MAYBE take out the Protoss ball.


It's not that the zerg ball gets higher DPS, it's that the protoss ball gets slightly lower DPS so that every zerg ground unit does not instantly die as it gets to range. It makes the trades more even.
CuHz
Profile Joined January 2011
United States354 Posts
September 09 2011 12:27 GMT
#6015
i never knew motehrship was massive. just tested it out on PTR nd u cannot NP motehrship. thank you blizzard for fixing Infesters somewhat..
NA GM protoss twitch.tv/cuhzx
Belisarius
Profile Joined November 2010
Australia6233 Posts
September 09 2011 12:27 GMT
#6016
On September 09 2011 20:50 sekritzzz wrote:
Show nested quote +
On September 09 2011 20:44 awu25 wrote:
On September 09 2011 20:30 CruelZeratul wrote:
So what should a Zerg neural than? Totally weird change, makes this spell completely useless imo.

Only thing I could think of is the Siege Tank. Otherwise, I feel like nothing else is worth neuraling and this spell will become obsolete if the change goes through

Protoss would love to take your obsolete spell in trade of......2 completely obsolete units.


We would also trade it for the two upgrades we've actually had removed from the game, rather than just deprecated.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
September 09 2011 12:28 GMT
#6017
On September 09 2011 21:22 father_mitch wrote:
Making special exceptions for spells like this really bothers me. If they have a problem with neural, change the spell itself by changing mana cost, duration, anything. Putting these weird modifiers on it makes it so counterintuitive.

And here's my zerg tears: Why the hell can snipe still affect massive units if you can't neural massive units?!


this is probably one of the most valid points i've seen regarding the change. i'd see a mana increase or a duration decrease.. but don't make the spell "counter-intuitive" (ignoring potential balance or imbalance) for the sake of a nerf.
LiquidDota Staff@BluemoonGG_
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 09 2011 12:28 GMT
#6018
On September 09 2011 21:23 kmh wrote:
Show nested quote +
On September 09 2011 21:17 ma70 wrote:
Glad to see more nerfs to Infestors. I normally don't like to complain about balance but this will help with my Colossus usage, sorta.


Here's a question. If a zerg wishes to avoid roach/corruptor compositions, what options does he now have against heavy colossus play? One of the pivots around which ling/infestor styles rotated was the ability to discourage excessive colossus counts with neural parasite - even so high colossus counts were still quite effective. As a protoss, what makes you afraid once you have 6+ colossus?

The infestors served to bridge the gap to brood lords. Will they still have this function, or is this entire path of play now unviable?

Banelings dropped on a fungaled ball still works pretty well.
Maenander
Profile Joined November 2002
Germany4926 Posts
September 09 2011 12:29 GMT
#6019
On September 09 2011 21:17 ma70 wrote:
Glad to see more nerfs to Infestors. I normally don't like to complain about balance but this will help with my Colossus usage, sorta.

I don't agree. If you lose your collosus to neural it is your own fault. Neural is pretty much useless after this nerf. The patch was almost perfect before they included this massive change:
foxorz
Profile Joined August 2011
33 Posts
September 09 2011 12:29 GMT
#6020
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