protoss still have the biggest nerf trophy
Patch 1.4 PTR Notes (updated 9/8) - Page 302
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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 | ||
rpgalon
Brazil1069 Posts
protoss still have the biggest nerf trophy | ||
Xadar
497 Posts
On September 09 2011 21:27 darkness wrote: 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. ^^ Thats no evidence though that fungal doesnt affect ZvP. Its not that you rely only on fungal to kill the enemy units, its more to soften them up in alot of situations, and it wont fulfill that role as well as is did before, That doent mean that it is a big deal, but it does affect ZvP. | ||
ChiknAdobo
United States208 Posts
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Crackensan
United States479 Posts
This is going to make ZvP much more difficult, and pre-1.3. Roach/Corruptor or Roach/Hydra/Corr balls that are silly and inefficient. | ||
Sbrubbles
Brazil5776 Posts
Siege tanks, immortals and HT are still viable targets now for NP (storming the Ps own army is hard to do but really pays off). Ghosts may be good targets as well, but it'll probably be situational. | ||
jstar
Canada568 Posts
On September 09 2011 21:29 ChiknAdobo wrote: So I was having trouble against protoss late game with infestors now I don't know what to do... I feel that protoss has so many viable options. What do you guys think the response to late game protoss will be now? Outmacro and attack from different directions and abuse Protoss's slow army. Like how Z is supposed to be played. | ||
Benzzro
Australia167 Posts
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sylverfyre
United States8298 Posts
On September 09 2011 20:01 oogieogie wrote: everyone knows carriers are just not good atm, and i see ultras more then i see carriers. (ultras are terrible) Compared to BW carriers: SC2 carriers have 2 less armor - 2 instead of 4 (so carriers are picked off by high-speed light weapon fire) Interceptors don't heal when they return to the carrier (so interceptors are End result? Carriers are absolutely wrecked by basically anything that can shoot up (marines totally wreck them!) as long as you are on remotely equal food. You can't really play cliff micro with them either, because your interceptors get chewed up surprisingly quickly if they have enough stuff to deal with your carriers in your first place. Also it's hard to bust heavy anti-air turtles with them because you lose so many interceptors doing so. The one thing carriers do have going for them (which is quite cool) is the high-speed launch makes them absolutely incredible at burst damage, especially if your air attack upgrades are ahead of his armor upgrades. If they become viable, it will probably be partially because of this feature, but I'm not entirely sure it's enough by itself, especially when void rays are a perfectly viable alternative that doesn't struggle with some things that carriers do. | ||
JustPassingBy
10776 Posts
Also with the planned Ultralisk buff, I wonder whether we will see more Ultras in ZvZ... | ||
Garnet
Vietnam9027 Posts
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freewareplayer
Germany403 Posts
But isnt it interesting as well to compare the PTR infestor, to the old infestor before the buff, back then noone complained about the infestor, and the unit didnt seem to be a problem at all. PTR infestor: Fungal has 30 Damage over 4 seconds vs light, 40 vs armored. 4 Seconds Root. Pre buff Infestor: 30 damage over 8 seconds vs both armored and light. 8 seconds root. After the damage nerf on the PTR, i feel like the dps increase is less usefull than the additional 4 seconds root. Considering that root counters blink, and has synergy with brood lords, i feel like the old infestor would actually be better over all, and would suit the support role better too, which it is intended to fill. 8 Seconds root is so much better together with Broodlords and Vs harassive units like phoenix and muta as well. | ||
MapleLeafSirup
Germany950 Posts
On September 09 2011 21:29 foxorz wrote: I can't beleive all the zerg tears in this thread..fucking delicious. It's about fucking time they nerfed NP, its always been op. Can't wait to actually play against something other then mass infestors..except 99% of zergs are garbage and will still just mass infestors SIGH This is not only a nerf, it makes the infestor useless and zvp wont be winnable anymore | ||
starmeat_
105 Posts
Won't this have unintended consequences on ZvT whilst it fixes ZvP? Neural Parasite should just cost more to research, and Fungal Growth should require research. At that, they should buff the Ultralisk even more. | ||
Slaytilost
Netherlands968 Posts
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shockaslim
United States1104 Posts
On September 09 2011 21:33 starmeat_ wrote: Does this mean I can't Neural Parasite Thors and Battle Cruisers? Won't this have unintended consequences on ZvT whilst it fixes ZvP? There has been a problem with NPing thors that have really good upgrades because they kill things really fast. | ||
Gladiator6
Sweden7024 Posts
Holy shit, I always wondered how a infestor could neutral parasite a colossus that's robotic or a fucking mothership. Good thing ![]() On September 09 2011 21:33 Garnet wrote: So what will we use NP on now? Tanks? Immortals? Idra basically won the game against MC with NP on Immortals so yes. | ||
dooraven
Australia2820 Posts
On September 09 2011 21:33 MapleLeafSirup wrote: This is not only a nerf, it makes the infestor useless and zvp wont be winnable anymore lol, this isn't going to make ZvP unwinnable, it's going to make colossi much more frightening to deal with. But ZvP is still going to be winnable. | ||
SlaverR
Germany87 Posts
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Bagi
Germany6799 Posts
I think their reasoning for this is simply that a (somewhat) massable 2 supply unit taking over a 6 supply unit is simply too strong right now. I do agree that its one of the hardest counters currently in the game and that I would like to see some massive units become less of a liability against zerg, but I am not sure if mech/colossi deathballs become too strong with this change. Granted, you can still NP tanks instead of thors and fungal + bling drops work as good as ever. I think people are overreacting to it overall, it could work with maybe some energy cost reduction to the spell. | ||
ilikeLIONZ
Germany427 Posts
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