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Patch 1.4 PTR Notes (updated 9/8) - Page 345

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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
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 09 2011 20:18 GMT
#6881
They're nerfed Fungal Growth more -_-

First time they said 30 (+40% vs armored), so it was 42 vs armored units.

Now it's 40 damage vs armored units (like ~+33% vs armored)
Shousan
Profile Joined March 2011
Mexico92 Posts
September 09 2011 20:21 GMT
#6882
At first I was shocked with the new NP nerf, it really makes no sense to see a huge enemy unit killing all my army and instead NP'ing immortals or void rays... not trying to just QQ but it seems like a massive nerf for zergs in general, as infestors are the only multi-purpose units we have. And yeah, I realize they're kinda OP because of its ease to mass, but this might be too much.

If this comes through, I'd love to see a decrease in energy cost (maybe 75), since you're not stealing any crazy expensive units anyway... otherwise I'd just rather fungal all day than researching NP and dropping my infestors energy to zero.
StarCraft64
Profile Blog Joined October 2010
United States354 Posts
September 09 2011 20:21 GMT
#6883
On September 10 2011 05:15 EdSlyB wrote:
Show nested quote +
On September 10 2011 04:43 Steelavocado wrote:
You can still NP HT's and immortals right? NP is still viable imo.


Actually in the last balance patch the Immortal received the 'Massive Unit' designation.

False. You're probably thinking of the Archon. Immortals are still just armored and mechanical.
Elaborate euphemisms may conceal your intent to kill, but behind any use of power over another the ultimate assumption remains: "I feed on your energy."
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 09 2011 20:21 GMT
#6884
On September 10 2011 05:15 EdSlyB wrote:
Show nested quote +
On September 10 2011 04:43 Steelavocado wrote:
You can still NP HT's and immortals right? NP is still viable imo.


Actually in the last balance patch the Immortal received the 'Massive Unit' designation.


Nope, you're thinking archons.
atavus
Profile Joined March 2011
France60 Posts
September 09 2011 20:23 GMT
#6885
On September 10 2011 05:18 RyanRushia wrote:
as a protoss player, i must say that this newest change regarding neural parasite will be extremely difficult for zerg players, i feel like it's one that certainly wont make it into the real game, and if it does won't be retained long. without neural parasite, it cuts down on a huge anti-colossus unit, would be real tough to deal with colossus pushes

Counter to colossi is Corrupters.
Don't talk about choice Infester have become an all-in tool in every match up, this is definitively not normal.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 09 2011 20:23 GMT
#6886
On September 10 2011 05:18 Existor wrote:
They're nerfed Fungal Growth more -_-

First time they said 30 (+40% vs armored), so it was 42 vs armored units.

Now it's 40 damage vs armored units (like ~+33% vs armored)

they never said +40% vs armored, it always said +40 vs armored

i think they didnt change anything
ModeratorBlame yourself or God
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
September 09 2011 20:24 GMT
#6887
On September 10 2011 05:09 ReignFayth wrote:
Show nested quote +
On September 10 2011 05:08 spicyredcurry wrote:
Do people really think that the NP change is going to get past ptr? It most likely wont. What is the point of whining over something that doesn't actually exist. Its almost like you think that your whining is being read by blizzard here on TL. If that is your intent, go on the battle.net forums where you can join the cesspool of the Starcraft community.

didn't think the KA change would go through either....

somehow it did

and the results werent even heavily protoss favored back then, the stats are nowhere near as bad as zvp is


KA + Warp in mechanic is pretty obnoxious but NP is no where near as obnoxious. The results werent heavily protoss favored back then because relevant protoss players didn't abuse the KA style. Look at SanZeniths games. The only reason he was relevant was because of KA. Also the stats were protoss favored during that time in PvT, even a 2% increase in win% is a large margin so i don't see how that matters. The reason that there is a huge disparity in ZvP is not because of NP, it is because of Fungal Growth not allowing anything to move while affect. I'm pretty sure any protoss would take a -1/2 damage on storm if it rooted.

High Risk Low Reward
Jampackedeon
Profile Joined November 2010
United States2053 Posts
September 09 2011 20:24 GMT
#6888
I don't understand changing NP... it's already one of the weakest spells in the game what with the extra research cost and energy cost as well as the super short duration and medium range... now I can't NP Thors on a Terran's mech build, how the FUCK do you stop mech without that?

This is just baffling, I don't even need to get outraged because its such a stupid change it will never go through.
ShrimpDance
Profile Joined September 2010
392 Posts
September 09 2011 20:24 GMT
#6889
On September 10 2011 05:18 Existor wrote:
They're nerfed Fungal Growth more -_-

First time they said 30 (+40% vs armored), so it was 42 vs armored units.

Now it's 40 damage vs armored units (like ~+33% vs armored)

Please learn to read before you propagate false information. It was never +40% to armored units. it was 40 to armored units.
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
September 09 2011 20:24 GMT
#6890
On September 10 2011 05:18 RyanRushia wrote:
as a protoss player, i must say that this newest change regarding neural parasite will be extremely difficult for zerg players, i feel like it's one that certainly wont make it into the real game, and if it does won't be retained long. without neural parasite, it cuts down on a huge anti-colossus unit, would be real tough to deal with colossus pushes


This is true but at the same time the Zerg race is winning vs P a lot and its not Neural parasite that wins it most of the time (in televised matches). So this might provide Protoss with an option it didnt have and we can see how the game evolves around it. If it clearly is really stupid it will be reverted. Until then I like that bliz is willing to experiment slightly.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
sekritzzz
Profile Joined December 2010
1515 Posts
September 09 2011 20:25 GMT
#6891
On September 10 2011 04:57 Treble557 wrote:
Show nested quote +
On September 10 2011 04:52 Shiori wrote:
On September 10 2011 04:47 Zahki wrote:
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.


Why do people keep suggesting that? Baneling drops only work on protoss below masters who don't know how to spread their units when the overlords show up.

There's nothing effective about that style against a toss player with good micro.

There's a reason it was abandoned for the more infestor centered styles, which had consistency to them in the ability to guarentee you'll kill ATLEAST more then 15 of the toss's supply in exchange for your entire army, even if you don't win the battle.

It's really not fun to sit there and just macro for 14 minutes only to get on 5 bases and be rolled by a deathball because your units aren't on par with theirs no matter what comp you use. and attempting to remax results in you getting blown away AGAIN because you kill next to nothing of theirs in the initial trade.

Not good strats, not fun gameplay, bad for SC2 overall.

Toss need to suck it up and learn how to scout just like terran and zerg have to, and change of their strats every now and then (and no I don't mean crappy cheese that doesn't work) in order to win.

or do toss players feel they should be above that?

Oh i guess huk/white-ra were below masters level since i've seen them lose to baneling drops quite often. Did not know that. Baneling drops are still very effective as a strategy. You make it sound like its 6 pool or something retarded.....
Mafs
Profile Joined January 2011
Canada458 Posts
September 09 2011 20:26 GMT
#6892
On September 10 2011 05:23 atavus wrote:
Show nested quote +
On September 10 2011 05:18 RyanRushia wrote:
as a protoss player, i must say that this newest change regarding neural parasite will be extremely difficult for zerg players, i feel like it's one that certainly wont make it into the real game, and if it does won't be retained long. without neural parasite, it cuts down on a huge anti-colossus unit, would be real tough to deal with colossus pushes

Counter to colossi is Corrupters.
Don't talk about choice Infester have become an all-in tool in every match up, this is definitively not normal.

Neural works better if protoss suck and don't know how to focus fire infestors. But yes, I think this is a good change for ZvP, keep zerg reactionary and force corruptors vs collosus.

This change on the other hand is going to RUIN ZvT. As if mech isnt strong enough, now T can go pure thor and do a timing before BL are complete and demolish zerg. Horrid change, zerg now need a new unit that counters thor which doesn't require T3, or give ultras back a lot of splash so they can deal with clumped thors easier.
PantsB
Profile Joined January 2011
United States77 Posts
September 09 2011 20:28 GMT
#6893
"Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground. "

I've actually seen this happen I believe, and I wasn't positive if it was a bug since technically the broodling is the one attacking. I don't think its ever cost me a game (either there was plenty of brolords and I was screwed or I just ran away from those ones specifically) but interesting.
Lomak
Profile Joined June 2010
United States311 Posts
September 09 2011 20:28 GMT
#6894
On September 10 2011 05:06 Rorschach wrote:
Show nested quote +
On September 10 2011 04:52 Lomak wrote:
On September 10 2011 04:50 Theeakoz wrote:
On September 10 2011 04:36 Lomak wrote:
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:
[quote]

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.


The KA nerf only changed how accessible the storm spell was, IT DID NOT CHANGE THE STORM SPELL WHATSOEVER, the storm didn't suddenly get restricted to only affecting certain unit types. You cannot logically compare this neural change to the KA change. They are so vastly different that it fucking baffles me how many people are trying to compare them.

If it was the Pathogen Glands upgrade that they were changing than your comparison would make sense.



Because of the backbone of WG with the protoss race the amulet nerf changed the way HT/storms work a lot.... Please don't talk about things you know nothing about.


We're not talking about HOW the KA change affected Toss. I didn't even speak to that so anything you are reading into from my post is just assumptions your making. My point was to clarify that the changes to Neural parasite are NOTHING LIKE the KA change.
Some see the glass half full, others half empty. I think the glass is just too big.
Eko200
Profile Joined December 2010
United States101 Posts
September 09 2011 20:28 GMT
#6895
CMON people this rumor about the 33% damage is nonsense, they said 30 to light 40 to armored when the PTR first went up. I can't believe this rumor gets propogated all the way to IdrA's stream.
Treble557
Profile Joined August 2010
United States221 Posts
September 09 2011 20:29 GMT
#6896
On September 10 2011 05:25 sekritzzz wrote:
Show nested quote +
On September 10 2011 04:57 Treble557 wrote:
On September 10 2011 04:52 Shiori wrote:
On September 10 2011 04:47 Zahki wrote:
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.


Why do people keep suggesting that? Baneling drops only work on protoss below masters who don't know how to spread their units when the overlords show up.

There's nothing effective about that style against a toss player with good micro.

There's a reason it was abandoned for the more infestor centered styles, which had consistency to them in the ability to guarentee you'll kill ATLEAST more then 15 of the toss's supply in exchange for your entire army, even if you don't win the battle.

It's really not fun to sit there and just macro for 14 minutes only to get on 5 bases and be rolled by a deathball because your units aren't on par with theirs no matter what comp you use. and attempting to remax results in you getting blown away AGAIN because you kill next to nothing of theirs in the initial trade.

Not good strats, not fun gameplay, bad for SC2 overall.

Toss need to suck it up and learn how to scout just like terran and zerg have to, and change of their strats every now and then (and no I don't mean crappy cheese that doesn't work) in order to win.

or do toss players feel they should be above that?

Oh i guess huk/white-ra were below masters level since i've seen them lose to baneling drops quite often. Did not know that. Baneling drops are still very effective as a strategy. You make it sound like its 6 pool or something retarded.....


Yeah, before they learned how the strat works. Now whenever they see a baneling nest, they run every worker/stalker as soon as they see an OL.
Even when OL's are empty in games where toss don't even see banelings, they run EVERYTHING when they see OL's! Why? Because they know how to hard counter the strat now.

The game you're talking about are fairly old ones, or off days for the two.
Silky
Profile Blog Joined June 2011
United States260 Posts
September 09 2011 20:30 GMT
#6897
I should've considered playing protoss or terran when I bought this game -_-
Have a good life
dogabutila
Profile Blog Joined December 2009
United States1438 Posts
September 09 2011 20:30 GMT
#6898
On September 10 2011 04:24 MrCon wrote:
Show nested quote +
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.



The point is that something can be integral to the balance of the game without being OP. Infestors might have been OP, people called them OP... because of infested terrans and chain fungals. Nobody ever complained about NP because it wasn't OP.

NP is however, necessary to have a chance against mass collo play.



On September 10 2011 04:26 Theeakoz wrote:
LOL nobody every complained about amulet before it got REMOVED from the game... careful what you wish for.



Actually terran complained about warpin storms a whole bunch before it got removed....
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Roxy
Profile Joined November 2010
Canada753 Posts
September 09 2011 20:30 GMT
#6899
How about instead of stealing our massive units, you make your own?
Ultralisk build time is only 55 seconds
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
mFour
Profile Joined September 2011
United States25 Posts
September 09 2011 20:31 GMT
#6900
I can't believe how many Zerg players believe that mass Infestor should be viable. I'm happy about the NP nerf and hope it goes through..BUT Blizz needs to buff Hydras to give Zerg more options.
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