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Patch 1.4 PTR Notes (updated 9/8) - Page 311

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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
Timestreamer
Profile Joined March 2011
Israel157 Posts
September 09 2011 13:45 GMT
#6201
What do you guys think about making NP not requiring any research, now that it can't actually target half the stuff people would like it to? I mean, who will research it anyway? What for, tanks?
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 09 2011 13:45 GMT
#6202
tbh I don´t see the neural change going through.

But even if it does banneling drops combined with Fungal will deal with the deathball. I dunno why people are saying they can no longer deal with the deathball.

So as far as this change goes it doesn´t work on:

-Thors
-Archons
-Colossus
-Broodlords?

Meh what makes me sad is that the achievement now will be harder to get, so I better hope I hit a colossi heavy Protoss
"Its easy, just trust your CPU".-Boxer on being good at games
Rassy
Profile Joined August 2010
Netherlands2308 Posts
September 09 2011 13:46 GMT
#6203
did they add the neuro change recently? dont remember it beeing in the original patch notes:s

Annyway dont understand why they changed it, neuro is completely useless now for most players
Only thing remotely worth neuroing are spellcasters but they are small and difficult to target , way easier to get a fungal off with probably a better expected outcome
maybe its still worth it in zvz, to neuro the other guys infestors
cekkmt
Profile Joined November 2010
United States352 Posts
Last Edited: 2011-09-09 13:47:18
September 09 2011 13:46 GMT
#6204
This is kinda off topic but i remember just seeing a game where the protoss had like 5 phoenixes and collossus, and would lift up the infestors shortly after they neural, which cancels the spell, and he would only lift up the ones that casted neural parasite.
freewareplayer
Profile Joined July 2011
Germany403 Posts
September 09 2011 13:46 GMT
#6205
Seriously 1 HT can onehit like 4 infestors, so how is the infestor op?

If you refuse to build HTs vs Infestor thats your fault for not building a counter, so again how is a unit a problem that gets roflstomphardcountered by a unit of your own?

And every protoss in here briefly neglects to comment on how hard hard HTs stomp infestor, and just keeps ranting about how hard NP counters colossus.

Newsflash, NP doesnt counter colossus as hard as Feedback counters infestors, if NP gets nerfed, nerf Feedback as well.
TheMooseHeed
Profile Joined July 2010
United Kingdom535 Posts
September 09 2011 13:47 GMT
#6206
I really wish blizzard would do the explanation thing that they did for map changes. It would really help me understand these changes if they gave their actual reasoning behind them.
''Swarm hosts are the worst thing in the world, I mean terrorism is pretty bad but swarmhosts are worse'' IdrA on ZvZ
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
September 09 2011 13:47 GMT
#6207
On September 09 2011 22:41 immortlone wrote:
Show nested quote +
On September 09 2011 22:36 The KY wrote:
On September 09 2011 22:30 Genovi wrote:
I have 2 issues with the change to neural.
First of all, if you cannot neural massive units anymore then what the hell are you supposed to neural? The only two units worth doing that are immortals and tanks now. Tanks doesnt work because of the range and immortals are barely used as it is. Now neural becomes a 100% useless ability and it still only lasts for 12 secs...

Second issue is dealing with collo. Sure taking over all the collo and roflstomping protoss ball was ridiculous but also like the only way to actually deal with them since corruptors are so useless. Plus now if you will have to mass corruptors against collosi again ultras will become less used because the zerg will need to invest in spire tech and it wont be worth going ultras over bro-lords anymore. I cant say anything for sure but if this change goes through it will be reaaally tricky at first for zerg


I would like to query the bolded part. It kind of irritates me when people say that things simply cannot be done or don't work because on paper there is a problem with it; in this case that tanks outrange NP. And yet I see tanks getting neuraled all the time. Not only can it happen, it does.

Although I agree with the broad point that NP's usefulness is decreased to basically fuck all after this patch.


and i, personally, rarely see it happen. its all a matter of perspective.

i suppose the correct phrase is "it isn't as viable"


Well..it's not really a matter of perspective because the post said that neuraling tanks straight up doesn't work. In this case anecdotal evidence is acceptable because I know it can work.
I'm not sure how it's any less viable that NPing thors. Usually when there are thors present, there are also tanks. So you'd have to come into tank range to NP them anyway. What usually happens is lings/whatever run in front and take the first volley, since the infestors are out of range the fact that they take target priority makes no difference, and tank firing rate is so slow that by the time they have 'reloaded' so to speak the infestors are in NP range.
Not that you'd do that against a tank line of like 12 tanks. That'd be silly. But I'd argue that in games where the zerg went infestors and researched neural, you are pretty likely to see tanks getting NPed.
elis
Profile Joined May 2010
Sweden69 Posts
September 09 2011 13:47 GMT
#6208
On September 09 2011 22:37 Reborn8u wrote:

But saying "ZvP is unwinnable now" unless you get a "giant buff to corrupters" is exactly the thinking that stops zergs from innovating. I remember when fungal was going to loose it's ability to hit air units, and this is the same kind of crap we heard which stopped the change from happening. 1 unit shouldn't hard counter literally every other unit of a race except 1, It's absurd.



you mean like how protoss has been doing the same shit for months now, and when it seems to not work as well as it used to zerg gets nerfed to shit again. remember how zergs dealt with deathballs before people started using infestors? oh right they didnt deal with it because it was too fucking strong.

infestors are as important if not more important zvp for zerg as ghosts are tvp
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
September 09 2011 13:48 GMT
#6209
How much are they paying Daivd Kim to come up with these balance changes?

C'mon Dayvie, think NP through.
WarrickHunt
Profile Joined December 2010
United Kingdom393 Posts
September 09 2011 13:48 GMT
#6210
Yep, collosus where not good enough vs zerg guys, you cant argue that, they just got rolled by hydras, and were severley countered by a unit thats only use is to kill it, they needed a buff, as zerg could crush deathballs far too easy, so silly thinking that zerg should be able to win a battle, u guise
ejac
Profile Blog Joined January 2009
United States1195 Posts
September 09 2011 13:49 GMT
#6211
Blizzard keeps on trying to nullify the infestor in the ptr. First the fungal not hitting air and now np being close to worthless. I don't imagine this going through, so it's not that big deal. The thing about this is, I can understand to some degree why they want to do these changes but unfortunately blizzard would need to change many many other things about the game for these changes to work. Blizzard probably should just accept the infestor needs to stay more or less the way it is currently, and change things up with the expansion. If they really want to screw with the infestor, change infested terrans, while a good spell, I'd consider it the least detrimental to zerg play.
esq>n
Zahki
Profile Joined August 2011
Australia61 Posts
September 09 2011 13:49 GMT
#6212
On September 09 2011 22:44 Jenia6109 wrote:
Now Blizzard should make Neural Parasite while burrowed and it will be perfect


You realise now there is nothing to actually use NP on right? Here's the counter to NP now "Don't make Immortals" thats it. Don't make immortals and there is literally nothing the Zerg can use NP on that won't be a waste of 125 energy. There is only one other unit in the game worth using NP on, Siege Tanks. Not exactly worth the 150/150 price of admission, I doubt anyone will bother researching it now.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
September 09 2011 13:49 GMT
#6213
On September 09 2011 22:46 freewareplayer wrote:
Seriously 1 HT can onehit like 4 infestors, so how is the infestor op?

If you refuse to build HTs vs Infestor thats your fault for not building a counter, so again how is a unit a problem that gets roflstomphardcountered by a unit of your own?

And every protoss in here briefly neglects to comment on how hard hard HTs stomp infestor, and just keeps ranting about how hard NP counters colossus.

Newsflash, NP doesnt counter colossus as hard as Feedback counters infestors, if NP gets nerfed, nerf Feedback as well.


You're point is completely useless. You're not thinking about this within the context of the game. Protoss almost always needs to go Colossi and then tech switch to High Templar once multiple bases are up. Zerg, on the other hand, can get Infestors right away. It isn't simply HT vs. Infestor, its Infestors being more effective vs. the Protoss army than HT's are vs. Zerg and the fact that Infestors are more accessible.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
RedHelix
Profile Joined August 2010
250 Posts
September 09 2011 13:50 GMT
#6214
On September 09 2011 22:37 Reborn8u wrote:
Show nested quote +
On September 09 2011 22:02 Slaytilost wrote:
On September 09 2011 21:47 SharkStarcraft wrote:
What the FUCK why is blizzard so STUPID how am i supposed to kill the deathball now? With fungal? Holy shit i cant even believe it why does Blizzard nerf such a fundamental spell, ZvP is unwinnable now, unless Corrupters get a GIANT buff.

Otherwise i will play Toss, fuck the ultralisk buff, that infestor shit is simply a joke. Colossus balls are as OP as never before.

You might want to wait untill this all is live, lots of changes made on the PTR havent made it.


While I agree that it will be tough for zergs to deal with the death ball, you must realize it's not fair to have almost every unit hard countered by the infestor. Making it do this was their mistake, they are trying to fix it now. In a fight where 2 armies are worth about 5000 each, it's not exactly fair for a zerg to be able to take control of 5 units, that represent half of the opponents army value, and just roll them.

Roach, corruptor, infestor will probably deal with the deathball if properly controlled, infestor ultra is very good against it also (double splash dmg, FF's don't work,ultras just got a huge buff, and if they made a bunch of colossus and not immortals they are in trouble), baneling drops smash the death ball also (see: Morrow) and I've also seen zergs doing roach hydra drops all over protoss's bases (once they are on 3) and stopping the death ball from ever occurring. It can be dealt with.... but having infestors counter every gateway/robo/air unit except HT's isn't balanced. Protoss's army costs many times more gas just to deal with roach balls, they simply can't afford the gas to match infestor production with HT's. When you also consider the higher cost to tech to HT's the long wait for them to charge energy, and the higher cost for all of protoss's other upgrades and tech.

It should be obvious that this is a step in the right direction, zerg should not be able to just make roaches and infestors and deal with any composition. Which gives them a free ride into the late game. A lot of zergs don't even bother scouting after the 2 base point anymore. They don't need to, they just make infestors.

Zergs REALLY need to start utilizing all of the other untapped potential they have. Drop play, nydus for harassing and expanding, ultras, contamination (imagine a protoss with 1 robo losing 2 minutes of production!) and tech switches. Their is so much we haven't seen yet in this match up, but going roach, hydra, corrupter for most of a year and calling imbalance was just lame on the part of some zerg players. Infestors got insane buffs, and then we saw a ton of just roach, infestor.

It's zerg players like morrow that I really admire, he took a unit (baneling) every other zerg claimed was useless against protoss and owned with it. Players like spanishiwa owning with ultras, and destiny crushing with infested terrans. I really think there will be some serious innovation to come in this match up, as long as players start getting creative and using every tool at their disposal.

But saying "ZvP is unwinnable now" unless you get a "giant buff to corrupters" is exactly the thinking that stops zergs from innovating. I remember when fungal was going to loose it's ability to hit air units, and this is the same kind of crap we heard which stopped the change from happening. 1 unit shouldn't hard counter literally every other unit of a race except 1, It's absurd.

I also don't see why zergs complain about protoss so much, SINCE RELEASE, Terrans have had the best stats in SC2. TvZ stats are more Terran favored than PvZ is protoss favored, the PvZ matc hup has just been much more volatile. But this Death ball is unstoppable thinking is WAY outdated and flat out wrong.



Really? Because this sounds exactly like a colossus. It's not fair to say "oh this race hasnt experimented with x things yet" well how do YOU know? maybe they have and it genuinely does not work? Look at spanishiwa for a while, he used nydus infestor harrass a LOT with INTENSE micro and all he was doing was gaining a little tiny bit of an advantage for all that APM, dont get me wrong, i think diversity is great, but something like nydus harrass is not a realible thing at all. There needs to be a way of stopping a colossus void ray army that doesnt involve losing to the second army because all you have are corruptors.

By this logic all the protoss buffs should be revoked because obviously protoss weren't experimenting with those units like the warp prism and immortals.
Macpo
Profile Joined September 2010
453 Posts
September 09 2011 13:50 GMT
#6215
On September 09 2011 22:10 aXa wrote:
So what, are zerg supposed to NP marines now ?


lolol I tried that the other day, wasn't so effective

Neural parasite yourself !
that way you can control your units in two different ways


(what a bad joke, sorry guys, this kind of nerf makes me nervous)
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 09 2011 13:51 GMT
#6216
On September 09 2011 22:46 freewareplayer wrote:
Seriously 1 HT can onehit like 4 infestors, so how is the infestor op?

If you refuse to build HTs vs Infestor thats your fault for not building a counter, so again how is a unit a problem that gets roflstomphardcountered by a unit of your own?

And every protoss in here briefly neglects to comment on how hard hard HTs stomp infestor, and just keeps ranting about how hard NP counters colossus.

Newsflash, NP doesnt counter colossus as hard as Feedback counters infestors, if NP gets nerfed, nerf Feedback as well.


Honest question here: if you have so much trouble with HTs feedback why not keep your infestors burrowed, and keep a single overseer with your army to deny observers?

People keep offering the same advice for using HTs versus ghosts, and burrow is way less tech then HT+robo+probably prism speed. Less micro intensive, too.
Hossinaut
Profile Joined June 2011
United States453 Posts
September 09 2011 13:51 GMT
#6217
Can someone help me understand how a Zerg buddy deals with stalker/ colossi balls now? Especially with FF. The only thing I can think of is incredibly superior positioning, which the FF can totally negate. I am trying to understand the reasoning for this change to NP, and would appreciate it if someone would let me in the loop. <3


All of the rest of the changes seem reasonable to me. The +5 seconds to rax build time is a little silly, but whatever
Drinc
Profile Joined June 2010
Sweden98 Posts
September 09 2011 13:52 GMT
#6218
NP Change is EPIC! Now mech will actually be powerful TvZ
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2011-09-09 13:53:23
September 09 2011 13:52 GMT
#6219
well i not really see a reason anymore to research neural parasite in zvp now, but i think its better
now its like zerg mass ling and infestor try to neural the colossi and then just overrun the protoss without him having a chance to micro

now it depends on overlord banedrops etc etc so i think it will be more balanced and more micro heavier
z still have alot possibilities vs the protoss ball but now it need just more then 3 clicks and thats a good way

still something to do in pvt
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Andytaker
Profile Joined April 2011
88 Posts
September 09 2011 13:54 GMT
#6220
--- Nuked ---
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