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
Iceland88 Posts
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Huragius
Lithuania1506 Posts
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
Belgium480 Posts
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father_mitch
United States48 Posts
And here's my zerg tears: Why the hell can snipe still affect massive units if you can't neural massive units?! | ||
Deleted User 26513
2376 Posts
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
Finland351 Posts
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
Norway1360 Posts
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! | ||
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BluemoonSC
SoCal8907 Posts
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 ![]() | ||
Erionn
United States1015 Posts
On September 09 2011 21:22 Pr0wler wrote: 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
2471 Posts
I don't understand the motivation. There isn't any evidence that Zerg ior the Infestor is OP, I don't think. | ||
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Teoita
Italy12246 Posts
On September 09 2011 21:23 kmh wrote: 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. | ||
Shade_FR
France378 Posts
On September 09 2011 21:25 Erionn wrote: 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 | ||
Shield
Bulgaria4824 Posts
On September 09 2011 21:25 Erionn wrote: 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
Finland351 Posts
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
United States354 Posts
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Belisarius
Australia6214 Posts
On September 09 2011 20:50 sekritzzz wrote: 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. | ||
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BluemoonSC
SoCal8907 Posts
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. | ||
MrCon
France29748 Posts
On September 09 2011 21:23 kmh wrote: 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
Germany4924 Posts
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
33 Posts
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