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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 |
On August 25 2011 11:32 Shilliwippen wrote:Blink stalkers from 110 to 140, just turned PvP back into to a Robo or 4-gate game 
Plus +1 immortal range AND -1 range for units attacking from low to high ground makes me think robo is going to be the go to. Admittedly Protoss is not my main race but it seems logical I think.
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On August 25 2011 11:31 Mozdk wrote: Help me out here:
Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored)
Is that supposed to be a nerf? Difference seems very small. pretty much -6 to both types of units which means it takes more fungals to kill any type of unit (duch as VR and viking).. Looks to be their solution to infestor BL late game but I don't know if this was the way to go about it since zerg now has even less reliable anti air.
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I think this patch is actually going to push it towards balance rather than making anything OP. As a zerg I am really happy about this.
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On August 25 2011 11:32 Shilliwippen wrote:Blink stalkers from 110 to 140, just turned PvP back into to a Robo or 4-gate game  Don't forget Immortal range increase, Colossus isn't viable in PvP any more. It'll also be interesting to see how PvZ plays with Infestors being useless.
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On August 25 2011 11:28 SafeAsCheese wrote:Show nested quote +On August 25 2011 11:26 henreiman wrote: +5 for 150/150 is a bit silly. I'm all for making BFH less powerful (even as Terran), but maybe decrease the cost to 100/100? Also, 60->65 seems totally unnecessary. The only thing I can think of is the 2rax, but I thought most Zergs had basically figured that one out already? Even 5s more is going to surprisingly throw off T build orders centered around 15oc (read: every single one). Maybe even 16oc now. Baaaaaaw, 5 damage on a splash unit for 150/150, baaaaaaaaaaaw You do know marines get +1 damage/1 target for 100/100 right? :| Blue Flame doesn't even need to exist and hellions would still be viable.
This is a ridiculously stupid response. The only reason behind the existence of mass BFH is to cripple worker lines. Guess what? +5 = 3 shots to kill worker = SAME SHOTS AS WITHOUT BLUE FLAME. Why would I want to pay 150/150 for +5 damage on a unit that is essentially only useful early game (ie: clear lings) except in the economy killing role?
As for marines, there really is no relevance and this patch does not address them whatsoever. They play a strong roll in the T army and both Z and P have very powerful counters (infestor/colossi).
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yay.
1) no more 2 rax 2) no more blue flame (or mech) 3) no more terrans ...
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I still think a Carrier buff is needed if we ever want to see that unit being used.
Something along the lines of the Ultra build time change would be good.
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Protoss Changes comments:
Blink Upgrade research time increase:
Once again, blizzard has decided to stomp on the norm and create new norms of PvP. From 90% PvP games being 4gate and now it's 3gate blink(with delayed 4th gate) now hopefully to something a little different. (hey, who knows, might go back to 4 gate)
Immortal range upgrade:
Bro, Immortals are meant to COUNTER stalkers, many situations blink stalkers counter immortals (stalker gets a free 1st hit against it due to range 6)
In a protoss ball scenario, often I see immortals struggling to squeeze through stalkers to land a hit causing extra apm to micro your own stalkers for your immortals, now they can be all on the same 'arc'.
Warp prism shields:
Eh, underused unit in blizzard's eyes? Me thinks it's a patch to counter the 1/1/1 terran build, allowing protoss to do the good ole zealot bomb against tank lines while being able to take extra hits (so it doesn't snap down like a fly when marines focus fire on it). I personally think immortal + 2 zealot to snipe out tank is a good idea, but I haven't practiced enough on it yet.
Oh and... Barracks build time +5 seconds? Isn't that skewing towards the nit-picking side of things blizzard? I cant find a real reason to warrant this change, is terran barracks really that imbalanced?
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Maybe this will finally fix TvT, but the infestor is still broken, as it kills marines in 2 fungals. Immob/damage/killing blow is way too much for such a cheap ability. HSM still useless against Z units on creep.
On one hand BFH nerf was needed, on the other, wtf Ultras?
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On August 25 2011 11:31 Mozdk wrote: Help me out here:
Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored)
Is that supposed to be a nerf? Difference seems very small.
I guess it wont 1 shot stimmed marines without combat shields?
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My thoughts:
Overall, a good balance patch.
Terran - don't understand barracks change. Terran already have a timing window of weakness when they're setting up addons on their rax, this will only make it worse.
Hellion - ughh I really don't like this. I understand why they did it (Hellions were raping workers too easily and too quickly), but the side affect is that BF hellions will now be considerably weaker against light units in straight up battles.
HSM change is great. This was very, very needed to actually make it a useful ability. Not exactly sure if that's enough speed though.
Toss - good changes, Immortal was especially neeeded imo. Blink reduction wasn't really required, but I suppose it weakens 1 base play and 1 base all-ins in PvZ and PvP so that's always a good thing.
Zerg - omg Finally a fungal nerf, it was too strong of an ability. This is much more balanced, especially since they still keep the 4 second fungal speed. Ultra buff is obv good since ultras don't see enough use.
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On August 25 2011 11:31 Kanuck wrote: "General
Unit vision up ramps has been reduced by 1."
im surprised no one seems to be talking about this, this seems huge to me.
also the barracks nerf seemed like a slap in the face to terrans. No real reason given or needed, just ever blizzard patch has to nerf terran a bit more than anyone else. (i play random so i like to think im unbiased)
It IS huge, it should now be possible to force field your ramp and have it not be able to be warped or blunk up, which is certainly a good thing, the longer blink time and better immortals should also mean good things for getting past 1 base PvP being able to use Immortals to expand.
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ALLEYCAT BLUES50607 Posts
ha this is a minor setback to the terran dominance.
well since the damage nerf to hellions(its not a lot but it will set it back a bit) killing units that are not workers will require a lot more micro than before.
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On August 25 2011 11:33 CreditM wrote:+ Show Spoiler +On August 25 2011 11:31 Mozdk wrote: Help me out here:
Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored)
Is that supposed to be a nerf? Difference seems very small. Before 36 - nonarmored 47 - armored Now 30 - nonarmmored 40 - armored so yeah it's a nerf
I just came :D
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OMG... guys... PvP is going to be MACRO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (continue infinite exclamation points)... ((if you can hold off 4 gate))
these are some fucken sick changes. Terrans are going to be in a tough place - high level terrans are dominating i.e. koreans but the ladder will lead to ALOT of cryting. still happy with the changes. cant wait to see em go down.
btw the overseer change - i like it.
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This is a GG patch. Can't wait to see Immortals and Stalkers firing side by side together for once. Hoping we are about to see a lot of cool new warp prism play, I know I will be using it.
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I think the reason they nerfed contaminate was a ZvZ all-in where you roach rush and make 3 overseers and infinitely contaminate the enemy hatch.
With cheaper overseers, that might have broken it.
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Absolutely beautiful patch. Blizzard really on the ball with this one.
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United States4126 Posts
On August 25 2011 11:31 Kanuck wrote: "General
Unit vision up ramps has been reduced by 1."
im surprised no one seems to be talking about this, this seems huge to me.
It's more so the fact Blizzard said this change was coming, so most people aren't surprised to see it finally happen.
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Dude, I just thought of a new tactic for protoss. Double immortal drop with speed upgrade. Drop, kill 4 to 6 workers then fly away. +1 range and prism health makes it more viable.
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