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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
Profile Joined April 2011
Brazil1069 Posts
September 09 2011 12:29 GMT
#6021
this NP nerf is nothing like removing KA or removing Flux vane upgrade + 36% dmg reduction of void rays.

protoss still have the biggest nerf trophy
badog
Xadar
Profile Joined October 2010
497 Posts
September 09 2011 12:29 GMT
#6022
On September 09 2011 21:27 darkness wrote:
Show nested quote +
On September 09 2011 21:25 Erionn wrote:
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. ^^

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
Profile Joined November 2010
United States208 Posts
September 09 2011 12:29 GMT
#6023
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?
ZERg
Crackensan
Profile Joined August 2010
United States479 Posts
September 09 2011 12:31 GMT
#6024
For everyone complaining about Infestors.... High Templar? Ghosts? Blink micro?

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.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
Last Edited: 2011-09-09 12:34:52
September 09 2011 12:31 GMT
#6025
I wouldn't mind infestor change as long as they made it so snipe can't affect massive either. Otherwise Ghost/Mech just can't be stopped (heck, its hard as hell to stop right now anyway).

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.
Bora Pain minha porra!
jstar
Profile Joined April 2010
Canada568 Posts
September 09 2011 12:32 GMT
#6026
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
Profile Joined August 2011
Australia167 Posts
September 09 2011 12:32 GMT
#6027
Meh, not to impressed with the Neural change, coming from a Protoss player, it will just encourage more mass Collosi play which is already boring to play (And boring to watch), doesn't take that much skill to execute, the good thing it will allow Protoss to go mothership without a huge risk of it being stolen.
sylverfyre
Profile Joined May 2010
United States8298 Posts
September 09 2011 12:32 GMT
#6028
On September 09 2011 20:01 oogieogie wrote:
Show nested quote +
On September 09 2011 19:58 eloist wrote:
On September 09 2011 19:17 Tommylew wrote:
so only units of Protoss non affected are Mothership and Collusus and Archon??? Quite like that change, Infestor seems too strong but mayb it is too much?

For people whining this is a PUBLIC TEST so a number of changes are done for observation and probabably wont even stick...


I like how people have basically forgotten that carriers exist.

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
Profile Blog Joined January 2011
10776 Posts
September 09 2011 12:32 GMT
#6029
I like the infestor neural parasite change, because it is a mothership and battlecruiser buff. :-)
Also with the planned Ultralisk buff, I wonder whether we will see more Ultras in ZvZ...
Garnet
Profile Blog Joined February 2006
Vietnam9031 Posts
September 09 2011 12:33 GMT
#6030
So what will we use NP on now? Tanks? Immortals?
freewareplayer
Profile Joined July 2011
Germany403 Posts
Last Edited: 2011-09-09 12:33:53
September 09 2011 12:33 GMT
#6031
Everyone is comparing the current infestor, who widely is believed to be too strong, to the new PTR infestor.

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
Profile Joined July 2009
Germany950 Posts
Last Edited: 2011-09-09 12:33:50
September 09 2011 12:33 GMT
#6032
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_
Profile Joined May 2011
105 Posts
Last Edited: 2011-09-09 12:35:25
September 09 2011 12:33 GMT
#6033
Does this mean I can't Neural Parasite Thors and Battle Cruisers?

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
Profile Joined October 2010
Netherlands968 Posts
September 09 2011 12:34 GMT
#6034
I hope they revert the massive change, just like they did with fungal not affecting air.
shockaslim
Profile Joined December 2010
United States1105 Posts
September 09 2011 12:35 GMT
#6035
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.
Dirty Deeds...DONE DIRT CHEAP!!!
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
Last Edited: 2011-09-09 12:36:43
September 09 2011 12:35 GMT
#6036
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!

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.
Flying, sOs, free, Light, Soulkey & ZerO
dooraven
Profile Joined December 2010
Australia2820 Posts
September 09 2011 12:35 GMT
#6037
On September 09 2011 21:33 MapleLeafSirup wrote:
Show nested quote +
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


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.
Go go Alliance.
SlaverR
Profile Joined November 2010
Germany87 Posts
September 09 2011 12:35 GMT
#6038
Thors and archons will now become a new unit to rush to in TvZ and ZvP i feel. Because Zergs only possibility now to kill this units is to outmacro their opponents. Just numbers will kill them. I think this nerf is kinda OK but remember that T/Z just have 2 massive units each and protoss has 4 !! That could form some drastic balance issues. But everything is now so focused on the Infestor, that blizzard seems to forget about these realy needed tweaks like on the hydralisk, which is totally underused. I would love to go away form mass Infestor play, but sc2 kinda gives me not alot of choices, since alot of zerg midtech armees are really cost inefficient.
sleeping is the cousin of death
Bagi
Profile Joined August 2010
Germany6799 Posts
September 09 2011 12:36 GMT
#6039
On the other hand I like this nerf, but at the same time I feel it might make thors and colossi too strong against zerg.

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
Profile Joined November 2010
Germany427 Posts
September 09 2011 12:36 GMT
#6040
thank god, the neural parasite nerf was needed!
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