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Patch 1.4 PTR Notes (updated 9/8) - Page 342

Forum Index > Closed
9040 CommentsPost a Reply
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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
biaxiong
Profile Joined March 2011
United States180 Posts
September 09 2011 19:44 GMT
#6821
This change forces Zergs to actually scout tech routes now instead of Infestors answer for everything, which it was. With Overseer cost down, scouting should be easier.

No more ling + infestor every ZvP finally, the old corruptor/roaches/(add banelings too!) deals with stalker/sentry/colossus well with early gas unit trades. Zerg just have to be aggressive instead of ling + infestor turtle mode into Broodlord.

Zerg's are way better now with perfect drone and inject timings. Look at Coca vs Huk, 200/200 army at what 12min mark?
WhiteRa: More GG, more skill.
Rasun
Profile Blog Joined October 2010
United States787 Posts
September 09 2011 19:44 GMT
#6822
Hmmm, this is pretty huge. I really hope both changes don't make it in. One or the other I can live with, but this looks pretty major, me not likey, I'm worried about archons specifically, and mass thors.
"People need to just settle the fuck down!"- Djwheat <3
Theeakoz
Profile Joined July 2011
United States1114 Posts
September 09 2011 19:44 GMT
#6823
On September 10 2011 04:35 Primal666 wrote:
Show nested quote +
On September 10 2011 04:33 Chocolate wrote:

because we all know motherships and collosi are in the front of the army.


this way the Infestors doesnt counter most of available unit composition of the other 2 races... of course there is a number Zerg players who wouldn't like to lose a "pretty good" ability I would say but if you really love the game, look at this from all perspectives. Don't be worried about you losing your winning strike over this.
As a Zerg player who recently switched into protoss, I experienced the pain of having to deal with a unit who would
Counter massive units
Counter air units
Counter light units
Kill workers on a massive scale (although zerg already has a baneling drops)
break down the front wall using infested terran
Punish blink
and having to deal with infestor drops that would clear my main and much of my army with free infested terrans.
It was my right to object to this situation and now that they've noticed it, im happy.
thank you blizzard.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
ohampatu
Profile Joined July 2010
United States1448 Posts
Last Edited: 2011-09-09 19:47:18
September 09 2011 19:44 GMT
#6824
My thoughts:

1. NP should not work on momaship.
2. NP should work on Colo, from reading this thread people have tested it on ptr and its not in place.
3. Fungal needed nerfed. I actually still think fungal itself is a problem, that much dmg and stun is op. Make it slow. Right now a zerg can rush to about 15 infestor with a shitload of spines and be safe against anything.
4. All you zerg are complaining about how shitty Corrupters are. WTF IS THIS. Corrupters are no better than vikings, wait, are just as good as vikings. Terran have to make them to kill colo, so why should you be able to skip out. The only reason protoss doesn't coutner colo with air is because we just outmass colo. When you see colo, making a handfull of air units is standard. I hate that zerg think they shouldn't have too.

I see soo many zerg going 'after the colo is dead we have 700 minerals/gas wasted. NO YOU DONT. You have spent 700/700 to kill like 1k/1k. And they can still turn into broods after. If were going colo and we dont have blink/vr and you can get to broods. Its gg.


TLDR: Infestors will still be good, dont complain about having to use corrupters, because your going for late broods anyway with your infestors....Ling/Infestor to Roach/Infestor/Corrupter to Roach/Infestor/Broods will just be the new thing. Nothing will change. You might have to slow your tech a bit. Oh Wells.



EDIT: Terran still needs nerfed. No Ghost or Marauder change is very sad.
Second Edit: I know i mentioned ghost/rauder needing nerfed, because i think solotuion to 1/1/1 requires some additional thought, and will wait to see the immortal change with the +5 seconds.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
Treble557
Profile Joined August 2010
United States221 Posts
September 09 2011 19:45 GMT
#6825
On September 10 2011 04:42 Rorschach wrote:
Show nested quote +
On September 10 2011 04:31 Primal666 wrote:
On September 10 2011 04:27 Benjef wrote:
On September 10 2011 04:25 Cyanocyst wrote:
What LOL, NP not being able to target massive units. I can't even fathom. Just take the spell out of the fucking game, in that case. Id rather have something deleted than be completely useless.

Theres still plenty of things to NP, just NPing all of some guys Collosus or Mothership is a bit OP...

yes because infestor isnt huge and hard 2 target down....


other then the fact that my whole army is fungaled in front a ling wall and my ranged collossi all got NP..... I'll just blink my stalke.... oh wait they are all fungaled too....
but any minute now those slow ass HT will catch up and I will be able to feedback!


Wait, you mean you might have to use something other then stalker colossus to beat zerg?!?! WTFS MANG!! WTFS!!

:>
susySquark
Profile Blog Joined May 2010
United States1692 Posts
September 09 2011 19:45 GMT
#6826
The neural nerf might be a sort of response to the ultra buff. A lot of the things neural was good against (thors, colossi) can be dealt with somewhat with the now faster building ultras. While I dont completely agree with this, it might be what Blizz was thinking.
Sandro
Profile Joined April 2011
897 Posts
September 09 2011 19:46 GMT
#6827
So the Infestor is nerfed, the High Templar is nerfed, where is the Ghost nerf?
Logo
Profile Blog Joined April 2010
United States7542 Posts
September 09 2011 19:46 GMT
#6828
On September 10 2011 04:37 billiebrightside wrote:
Show nested quote +
On September 10 2011 04:20 -Archangel- wrote:
On September 10 2011 04:18 billiebrightside wrote:
I feel the Neural Parasite (if it goes through) will be similar to when we got our Amulet removed.

The thought of it was disastrous at first, but then we found a way to play with it. Zerg players are so used to NPing massive units, but then they will realize that NPing void rays, tanks, immortals, and HTs will be useful too.

Hmm, removing KA made terrans start killing toss easier. This will make Toss kill Zerg Easier.

So Next GSL, 20T, 10P, 2Z


Not necessarily. It will just stop zerg players who try to win with mass infestor and roach. Imagine a Protoss trying to win with mass stalker and high templar? It looks like with this, and the Ultras, Blizzard actually wants zerg to tech to tier 3 before winning.


Zerg compositions are always going to feature less variety because the Zerg army doesn't have as many compositions that overlap effectively. Roaches gas costs weakens mutalisk balls, roach + ling is inferior to roaches if the enemy has splash damage, hydras aren't often worth the cost/tech cost over roaches or lings.

Sure there's now better ultras making tier 3 better, but if someone is making ultras they need infestors as well so you're trading infestor/roach for late game infestor/ultra/ling which isn't that much deeper.

There's just simply not enough specialization (by design mind you) in the Zerg army to commonly see 4-5 unit compositions. Especially since most units need several upgrades or out of the way tech buildings to be made (unlike stalkers and sentries which are immediately usable). Zerg army relies more on simpler compositions with more sweeping unit changes (like roach/infestor to broodlord/infestor).
Logo
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
September 09 2011 19:47 GMT
#6829
On September 10 2011 04:40 Yoshi Kirishima wrote:
Show nested quote +
On September 10 2011 04:39 Rorschach wrote:
On September 10 2011 04:30 hotwings wrote:
On September 10 2011 04:27 Benjef wrote:
On September 10 2011 04:25 Cyanocyst wrote:
What LOL, NP not being able to target massive units. I can't even fathom. Just take the spell out of the fucking game, in that case. Id rather have something deleted than be completely useless.

Theres still plenty of things to NP, just NPing all of some guys Collosus or Mothership is a bit OP...


What am I going to NP in a protoss deathball. zealots?



well after the patch you won't be using neural parasite on anything =D

Oh my God you might have to build ultras late game! Them and broods can be the new "I win" zerg units.....

Seriously watch july zerg and some other pros use them, they are good...


you can NP immortals, stalkers, voids, even HT

it'll still be useful, just you will have to think and not just go "oh yay colossi let's NP all of them" xD


Can also NP archons which shred any zealots the protoss user might have.

Yeah its less of a NP all the 6 food units you have and then I win kind of scenario. Because lets be honest, having to not make units to kill the collossi and instead NPin them and letting them kill themselves is kind of frustrating
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Rorschach
Profile Joined May 2010
United States623 Posts
Last Edited: 2011-09-09 19:48:04
September 09 2011 19:47 GMT
#6830
On September 10 2011 04:43 Lomak wrote:
Show nested quote +
On September 10 2011 04:42 Rorschach wrote:
On September 10 2011 04:31 Primal666 wrote:
On September 10 2011 04:27 Benjef wrote:
On September 10 2011 04:25 Cyanocyst wrote:
What LOL, NP not being able to target massive units. I can't even fathom. Just take the spell out of the fucking game, in that case. Id rather have something deleted than be completely useless.

Theres still plenty of things to NP, just NPing all of some guys Collosus or Mothership is a bit OP...

yes because infestor isnt huge and hard 2 target down....


other then the fact that my whole army is fungaled in front a ling wall and my ranged collossi all got NP..... I'll just blink my stalke.... oh wait they are all fungaled too....
but any minute now those slow ass HT will catch up and I will be able to feedback!


Try using more than 1 hotkey to control your entire army.



I do and even though I have everything on diff hotkeys micro doesn't matter when NOTHING can move cause its all fungaled and colossi are killing off my own units....

No reason toss should to get HT with storm and colossi to deal with infestor/ling.
Zergs with no skills can pull that shit off and they have nothing else to spend gas on.
Then BAM hive tech and your behind a base with no map control.

Infestor is simply to versatile of caster in its current state....
En Taro Adun, Executor!
Zahki
Profile Joined August 2011
Australia61 Posts
September 09 2011 19:47 GMT
#6831
On September 10 2011 04:44 biaxiong wrote:
This change forces Zergs to actually scout tech routes now instead of Infestors answer for everything, which it was. With Overseer cost down, scouting should be easier.


Cool. When are Protoss going to be forced to scout instead of 3 base deathballing every game, since that counters everything Zerg has. Not surprising you're eager for the old days of Roach/Hydra/Corruptor to return considering how easy it was for Protoss to win against it.
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
September 09 2011 19:48 GMT
#6832
On September 10 2011 04:46 Sandro wrote:
So the Infestor is nerfed, the High Templar is nerfed, where is the Ghost nerf?


The Ghost is immune to nerfs as it is part of the Terran army.

Seriously Blizzard, listen to this feedback, please. 9/10 people do not want the NP change to go through. It will break the game if it does.
Rorschach
Profile Joined May 2010
United States623 Posts
September 09 2011 19:49 GMT
#6833
On September 10 2011 04:47 Zahki wrote:
Show nested quote +
On September 10 2011 04:44 biaxiong wrote:
This change forces Zergs to actually scout tech routes now instead of Infestors answer for everything, which it was. With Overseer cost down, scouting should be easier.


Cool. When are Protoss going to be forced to scout instead of 3 base deathballing every game, since that counters everything Zerg has. Not surprising you're eager for the old days of Roach/Hydra/Corruptor to return considering how easy it was for Protoss to win against it.



did I miss something or did they also removal fungal/infested terran and broods from the game also?

Oh and I almost forgot that Ultra build time is doubled..... wait........
En Taro Adun, Executor!
Theeakoz
Profile Joined July 2011
United States1114 Posts
September 09 2011 19:50 GMT
#6834
On September 10 2011 04:36 Lomak wrote:
Show nested quote +
On September 10 2011 04:35 Theeakoz wrote:
On September 10 2011 04:32 Lomak wrote:
On September 10 2011 04:26 Theeakoz wrote:
On September 10 2011 04:24 MrCon wrote:
On September 10 2011 03:55 dogabutila wrote:
On September 10 2011 03:48 EmilA wrote:
On September 10 2011 03:35 urashimakt wrote:
On September 10 2011 03:23 EmilA wrote:
On September 10 2011 02:46 Treble557 wrote:
http://sv.twitch.tv/colcatz/b/294620992 1:16 in for destiny/catz/kyles/reignfayths opinions on the NP changes.

Lotta very good points are raised.

Catz's mic is a bit super loud tho so.. Yeah. Be warned, lol.


I'm sorry, but destiny even being grandmaster is testiment to infestors being overpowered. Make this guy play _any_ other zerg playstyle and he's terrible. He has quit his job to stream, and his level of play is centered around his one-trick-pony playstyle, so he has everything to lose and he's biased as hell.

I don't see it as a question of whether or not the Infestor is an imbalanced unit so much as what is the point of Neural Parasite if it can't be used on units worth being used on. Anyone can comment on that, so why not a TL featured streamer?


Because anyone can come up with a reason why something shouldn't be nerfed. Every terran could rightfully argue that blue flame hellions against workers can be solved by careful sim city - it'd be correct, but it wouldn't change the glaringly obvious fact that BF hellions are broken. Likewise, infestors can theoretically be handled by feedback, but in reality it just doesn't happen. Infestors are in a state where they're freaking ridiculous against pretty much everything but their intended counter units (that happen to be branched out specialist units) and even then, they're not being dominated by said units at all. If banelings did 45 damage, it would be still be possible for terran to trade cost effectively by splitting each marine individually, but banelings would still just be too good.

Destiny just points out that there is a unit that can do alright against the infestor, which he thinks justifies the infestor being rather imbalanced against everything else.


The funny thing is that everybody acts like NP is the reason infestors are so so OP but nobody ever complained about it before. It was just fungal, infested terran, chain fungals. People are so emotionally invested into hating infestors that they cheer for a nerf that breaks the game without examining why they really think infestors are OP and adjusting those issues.

That's exactly the reason that zergs should not complain about infestors being useless after the patch.
It's bad design yeah, because they could just remove the spell or buff another angle of it.
But after that you say that the nerf is "breaking the game", so I don't know what to think anymore.


LOL nobody every complained about amulet before it got REMOVED from the game... careful what you wish for.


EXPLAIN to me your thought process on how the removal of KA is anything remotely comparable to completely changing how the spell 'Neural parasite" functions. I'm genuinely curious how so many people seem to make this ignorant correlation.


It's comparable in that it was a big deal, in both cases, the main casters of each race and getting weakened, the way that are getting nerfed is different because of the implication it might have on the other race (being terran). that's why they seem so different.



So it's a nerf to zerg, (duh), and because the KA nerf was a nerf to Toss that makes them comparable. This game is so much more complicated than your simple mind can wrap itself around.


You're just insulting the forum readers including me and there is no one here to punish you for it.
Yes, that is what I said. You just repeated what I initially said and tried to make it look funny, it doesn't seem funny to me, it a point and you haven't come up with a counter argument against it.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
p0lyph0ny
Profile Joined July 2011
United States217 Posts
Last Edited: 2011-09-09 19:51:58
September 09 2011 19:50 GMT
#6835
Good change. The idea of a sinlge infestor taking control of a unit as big and costly as a mothership always bothered me.

Should balance pvz a little bit, and force zerg to do a bit more creative play than just mindlessly going ling/infestor every game (sup destiny?)

Ghosts on the other hand.......
Lomak
Profile Joined June 2010
United States311 Posts
September 09 2011 19:51 GMT
#6836
On September 10 2011 04:47 Rorschach wrote:
Show nested quote +
On September 10 2011 04:43 Lomak wrote:
On September 10 2011 04:42 Rorschach wrote:
On September 10 2011 04:31 Primal666 wrote:
On September 10 2011 04:27 Benjef wrote:
On September 10 2011 04:25 Cyanocyst wrote:
What LOL, NP not being able to target massive units. I can't even fathom. Just take the spell out of the fucking game, in that case. Id rather have something deleted than be completely useless.

Theres still plenty of things to NP, just NPing all of some guys Collosus or Mothership is a bit OP...

yes because infestor isnt huge and hard 2 target down....


other then the fact that my whole army is fungaled in front a ling wall and my ranged collossi all got NP..... I'll just blink my stalke.... oh wait they are all fungaled too....
but any minute now those slow ass HT will catch up and I will be able to feedback!


Try using more than 1 hotkey to control your entire army.



I do and even though I have everything on diff hotkeys micro doesn't matter when NOTHING can move cause its all fungaled and colossi are killing off my own units....

No reason toss should to get HT with storm and colossi to deal with infestor/ling.
Zergs with no skills can pull that shit off and they have nothing else to spend gas on.
Then BAM hive tech and your behind a base with no map control.

Infestor is simply to versatile of caster in its current state....


Fucking hilarious. This game is a joke and its because of stagnant play like toss who think all they should ever need to make are collosus / stalker.
Some see the glass half full, others half empty. I think the glass is just too big.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
September 09 2011 19:52 GMT
#6837
On September 10 2011 04:45 Treble557 wrote:
Show nested quote +
On September 10 2011 04:42 Rorschach wrote:
On September 10 2011 04:31 Primal666 wrote:
On September 10 2011 04:27 Benjef wrote:
On September 10 2011 04:25 Cyanocyst wrote:
What LOL, NP not being able to target massive units. I can't even fathom. Just take the spell out of the fucking game, in that case. Id rather have something deleted than be completely useless.

Theres still plenty of things to NP, just NPing all of some guys Collosus or Mothership is a bit OP...

yes because infestor isnt huge and hard 2 target down....


other then the fact that my whole army is fungaled in front a ling wall and my ranged collossi all got NP..... I'll just blink my stalke.... oh wait they are all fungaled too....
but any minute now those slow ass HT will catch up and I will be able to feedback!


Wait, you mean you might have to use something other then stalker colossus to beat zerg?!?! WTFS MANG!! WTFS!!

:>

should toss have gotten voids? zealots? archons? Fungal hits all of them too and neural got the archons.

I like this change myself.
Shiori
Profile Blog Joined July 2011
3815 Posts
September 09 2011 19:52 GMT
#6838
On September 10 2011 04:47 Zahki wrote:
Show nested quote +
On September 10 2011 04:44 biaxiong wrote:
This change forces Zergs to actually scout tech routes now instead of Infestors answer for everything, which it was. With Overseer cost down, scouting should be easier.


Cool. When are Protoss going to be forced to scout instead of 3 base deathballing every game, since that counters everything Zerg has. Not surprising you're eager for the old days of Roach/Hydra/Corruptor to return considering how easy it was for Protoss to win against it.

are you kidding me? baneling drops.
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
September 09 2011 19:52 GMT
#6839
lol this thread needs to be closed so bad, way too much shit talking without any proof and full of bronze players injecting their playing experiences to actual balance discussion.
i feel like i just walked into b.net forums.
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
September 09 2011 19:52 GMT
#6840
On September 10 2011 04:50 p0lyph0ny wrote:
Good change. The idea of a sinlge infestor taking control of a mothership always bothered me.

Should balance pvz a little bit, and force zerg to do a bit more creative play than just mindlessly going ling/infestor every game (sup destiny?)


Enjoy 3 mindlessly 3 base death balling every game (sup every protoss player).
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