
Patch 1.4 PTR Notes (updated 9/8) - Page 323
Forum Index > Closed |
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 | ||
oDieN[Siege]
United States2904 Posts
![]() | ||
Blasterion
China10272 Posts
On September 10 2011 01:14 Sea_Food wrote: Well ravens can fly, move faster, detect and they have PDD. Also they have more health. Imo after the patch ravens will be a harder to produce, more versatile version of high templar. of course, I am not saying Templars are better or OP and Ravens suck, I am comparing the ability of Storm and HSM, which will come to the conclusion, A better usage of Raven will be in PDD and HSM is a costly/potentially devastating spell but lackluster in practicality | ||
![]()
BluemoonSC
SoCal8907 Posts
On September 10 2011 01:03 Cyrak wrote: That is a completely different subject and something that I think is a lot more interesting and worth discussing. I am not sure what the reaction will be. My personal thoughts (high masters P) are that this change will do very little to impact PvZ as a whole. It will remove one strong strategy vs. P leaving many others that I personally think are stronger anyway like baneling drop play. I think that the pro reaction from the more reasonable crowd (read: not Idra/Destiny/etc.) will be that this is one of a few options to make Infestors less of an all purpose awesome unit, which is necessary. The main problem with Infestors lately has been that there is never a situation where they're not incredibly strong. Perhaps now there will be some situations where they are the wrong choice. Perhaps not though, fungal/it are still incredible. I simply don't know if this is the best way to deal with PvZ problems, I don't personally think so but I do believe that this change will go live. i definitely think there are better ways to "fix" the infestor. making the only units worth NPing unable to be NPed is not one of those ways. however, i do think that the pros will disagree with the change as well. i know someone said that catz called the change "silly" which is probably a lot more reasonable than destiny or idra will react, but they will wind up saying the same thing. the problem with infestors is that once you get a certain number of them, its hard to control them. personally i think this is a result of protosses not recognizing there is a timing window before the zerg gets a critical mass of infestors. and that they blindly go colossus instead of getting a proper number of HTs to feedback with. fungal and infested terrans are definitely powerful, but if you make it impossible to use these spells (EMP, feedback), the infestor is a 150/150 piece of garbage taking up space in your supply cap. its a unit that relies on your opponents mistakes much like the siege tank and storm..but you can move out of both of those, so maybe making it a snare that slows but disables blink or loading would be better? | ||
ShatterZer0
United States1843 Posts
On September 10 2011 01:03 jdsowa wrote: If this goes live as it is, nobody will ever use NP. Why build an infestor, get the upgrade, and waste the energy NPing a T2 unit like a stalker when I could've just built my own roach or hydra instead? But this could be OK if they: 1) removed the neural upgrade and made it standard out of the gate 2) allowed you to neural while burrowed 3) removed the 15 second time limit and made it permanent This would encourage players to try out more cute and pesky plays. For example: 1) easier to sneak around and NP opponent's harvesters to build structures 2) could burrow and NP opponent's army while they're standing around and force them to snipe their own unit if they don't have detection 3) threat of having a burrowed infestor NP your dropship before it unloads Immortals, tanks, and spellcasters in general are NEVER worth neuraling... they comepletely removed neural >.> Point one of pesky plays: It never works. The "strategy" in investing a HUGE amount of resources to create the same units as your opponent and still viably winning means you're so far ahead that you should have won anyways. Point two of pesky plays: Infestors already do that with a Zergling/Roach screen and force the opponent to either ignore the havoc wreaking unit or kill it or attempt to kill the infestor... which is often impossible with said Zergling/Roach screen. Point three of pesky plays: That actually sounds kinda cool... but I think it would be a little OP.... maybe if Neural could be dodged with deft micro... I think burrow neural would be fine if you could dodge it.... then neural could have like siege range and be an intense micro battle xDDD | ||
Rantech
Chile525 Posts
| ||
roemy
Germany432 Posts
but to thors, colossi and archons...? i'm only willing to forfeit NP vs massive units if it becomes an AoE spell -.- that, at least, would justify the suicidal amount of energy required for it (see feedback) while being of temporary nature(!). if we can only grab small units, it better be more than one per cast. alternatively, i would settle for the ability to cast it while burrowed - as long as the tentacle pops up directly in front of the target instead of revealing my position. there is indeed no point in researching NP if one can't use it on units that are gobbling up more than 3 supply (don't care about immortal ^^). i can understand why hijacking loaded shuttles was bad now the 'best' thing to take over will be... tanks and void rays - awesome jobs for a ground unit -.- so here's suggestion #3 : make 'em infestors fly -.- (and queens natively capable of mobility while burrowed ^^) don't get me wrong; the infestor is indeed a lil too powerful - but that has by'n'large to do with fungal, not so much with NP. just switch it from the good ole maelstrom to the good ole ensnare. -66% if half mobility isn't plenty enough vOv | ||
Treble557
United States221 Posts
On September 10 2011 01:17 Oktyabr wrote: It affects PvZ more than TvZ IMO. Terran was always able to use siege tanks to hit the infestors who are chanelling the command, whereas Protoss players have to sacrifice blink stalks if they want to deal with stolen archons. You can TRY to fight a protoss deathball without neural and get away with it on some levels since the real scary deathballs won't appear till zerg has T3. So it atleast looks balanced at first glance. You CANT fight a thor/tank deathball without T3 units when the deathball hits MID GAME. This more a terran buff then anything at all. | ||
Shade_FR
France378 Posts
Who agrees with me ? I made a request on EU PTR forum here : http://eu.battle.net/sc2/en/forum/topic/2624976746 I recommend North American players to do the same on US PTR Forum. ![]() | ||
crms
United States11933 Posts
| ||
QTIP.
United States2113 Posts
On September 10 2011 01:21 Shade_CsT wrote: We need a Situation Report from David Kim for clarification on patch 1.4 changes ! Who agrees with me ? I made a request on EU PTR forum here : http://eu.battle.net/sc2/en/forum/topic/2624976746 I recommend North American players to do the same on US PTR Forum. ![]() They aren't finalized yet. Some of them are probably experiments by Blizzard - I don't think they have any concrete explanations that they can present to the player base quite yet. | ||
RedDragon571
United States633 Posts
| ||
Rorschach
United States623 Posts
On September 10 2011 01:14 Lonyo wrote: Agreed, infestors have become the go-to unit and are pretty much broken, but they need to fix the rest of zerg like you say if they are going to heavily nerf infestors. Terran and protoss have ways to deal with infestor NP (EMP eliminates the ability to NP, and feedback kills the infestor if it has enough energy for NP). It's just going to put zerg back to almost where they were before infestors became useful, since there are no core changes elsewhere, which is pretty stupid. there is no reason a toss should have to tech all the way to colossi AND HT with storm do deal with just ling/infestor. its fucking gay as it is that zerg gets away with an econ advantage all game long and can rely on one unit for all its problems. | ||
templar rage
United States2509 Posts
On September 10 2011 01:22 QTIP. wrote: They aren't finalized yet. Some of them are probably experiments by Blizzard - I don't think they have any concrete explanations that they can present to the player base quite yet. So you think they just pulled this change out of their ass and said "let's see how this works"? No. Well, yes, kinda. But they absolutely have a concrete reason why they did it, and I'd like to hear it as well. They didn't just sit around and say "let's make massive units immune to NP" and, boom, done. | ||
TangYiChen
Korea (South)195 Posts
On September 10 2011 01:16 rdj107 wrote: Ignoring the impulse rage at this, it does make sense. The ability to effectively take high cost units and make them your own mid battle is game breaking no matter how effective it is. My concern is that while yes, p and t can once again make those units without the crippling fear of having it flipped against them, zerg still doesn't have a truly effective way of taking down a high tier army with vastly out of proportion resource costs. Specifically I'm talking about carriers/motherships and battlecruisers (bear with me). The massive ground units are an issue on their own, but their are units that work against them so I'll leave them out of this post. Currently zerg has a total of 5 units that can hit air; spores, queens, mutas, hydras, and corrupters. Spores and queens have obvious practicality issues so I'll ignore those: Mutas are a harass unit and a good one, but do not trade evenly with any unit that can hit them except stalkers/voids (?); this includes vikings and phoenixes, which honestly aren't that hard to get out along the techpaths of the high tier units mentioned. Due to this in a standard mix mutas are not a solution, as to have mutas be effective you need to invest in a lot of them which is going to cripple your ground army strength; this would only get worse if you tried infestor/muta/x due to high gas and (depending on x) supply cost. Hydras are the most viable solution to air heavy late game comps, but results have already shown that hydra heavy mixes are fragile at best and hard countered at worse. And it does need to be a heavy mix to guarantee that the hydras do anything at all; a light smattering of them honestly isn't going to do anything unless the air units specifically don't focus them. Finally corrupters...suck, which given that they are supposed to be what takes down the high tech air units is an issue. Very literally they suck huge amounts of supply for what they do, and are brought down by pretty much everything they aren't specifically supposed to counter. Voidrays, vikings, any air to ground, and indirectly even phoenixes work fine for just soaking shots while they slowly whittle down the corrupters trying to hunt down carriers that can retreat to extreme distances while still having interceptors fight. Also keep in mind that against battlecruisers, there's the danger of yamato instantly tipping the scales on corrupters trading cost effectively if the bc numbers are not constantly kept in line. Beyond unit specific issues, they all have the common weakness of needing to be in very large numbers in order to have any sort of effect. When people bring up having a proper unit composition that just isn't the way zerg works. Its strength is pumping out massed pure unit armies for the situation and when you keep units in reserve to develop a proper composition this strength falters or outright disappears. For how ineffective all of these units are making them in advance isn't feasible. Tl;dr: Neural parasite on certain units was gamebreaking, but without the threat of it against high tier air tech there will be little reason not to make them late game, bringing the issues zergs have dealing with air units into play harder than ever. After reading this, for some reason I thought scourges would solve a lot of problems. But I feel like hydras and corrupters need some changes. Hydras are way too slow off creep and fragile. Corrupters are just food blocks if you produce too many, and aren't effective if you don't get enough. | ||
FreedonNadd
Austria573 Posts
Corruptors and Vikings blind counter Colossus, Mothership and Carriers and non of them can handle Corruptors without ground support from stalkers, thats why fungal is strong again. BCs are hardly seen in TvZ which makes the BCs more reliable now. Thor is not that of a problem, corruption spell and broodlord combination will be the more viable way dealing with them from range. ZvZ will become really interesting without NP on Ultras and Broodlords. | ||
Moa
United States790 Posts
The game needs more strategic depth, not less. If neural is an issue this is not the fix, the fix would be to BUFF the other races and give them an effective counter so that the call and response is strengthened between players. Make neural force a response so their thors don't get stomped then have a response to that. The answer to these issues should almost never be to nerf something but to buff something else adding options and depth to the game. I don't fear this change as it is too big to be implemented, I fear the direction that blizzard is looking. | ||
Rorschach
United States623 Posts
On September 10 2011 01:22 RedDragon571 wrote: No more np for mothership.... thats going to be retarded yes, retarded.... like you? your saying an infestor SHOULD take out a 400/400 unit? your saying it SHOULD make ALL capital ships obsolete? Thank god you don't work on the balance team....... | ||
Markwerf
Netherlands3728 Posts
Just nerfing some units into oblivion is a terrible way to go. Infestor is completely fine with new stats, just a ludicrous change. | ||
Tatari
United States1179 Posts
You don't even need Templar to fend off Neural Parasite. If the Protoss has good vision over the Zerg army with obs/towers, they can march in when the Zerg is moving out, pre-emptively blink a handful of Stalkers to pick off Infestors while a Chargelot/Archon/Stalker army meatshields a group of Colossi... Neural Parasite rushes are annoying, but they're not entirely impossible to hold off. It's either back to Roach/Hydra/Corruptor or a shift to Muta/Ling... | ||
holynorth
United States590 Posts
On September 10 2011 01:20 roemy wrote: i'm only willing to forfeit NP vs massive units if it becomes an AoE spell -.- that, at least, would justify the suicidal amount of energy required for it (see feedback) while being of temporary nature(!). if we can only grab small units, it better be more than one per cast. I don't think you have a decision in what you get in exchange. The fact is, NP was way too powerful against mech terran. Thors were absolutely useless. For the amount of supply they took only to have it taken from you. Saying that, I wouldn't mind infestors getting NP underground. I also wouldn't mind the upgrade removed for it. Give infestors some other kind of upgrade. | ||
| ||