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Patch 1.4 PTR Notes (updated 9/8) - Page 37

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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
Charger
Profile Blog Joined September 2010
United States2405 Posts
August 25 2011 02:34 GMT
#721
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.
It's easy to be a Monday morning quarterback.
DrOmni
Profile Joined March 2011
United States128 Posts
August 25 2011 02:34 GMT
#722
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.
"Marcus, that is also not a good use of a third command center!" - Day9
motumbo
Profile Joined February 2011
United States130 Posts
August 25 2011 02:34 GMT
#723
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.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 25 2011 02:34 GMT
#724
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.
henreiman
Profile Blog Joined December 2010
United States407 Posts
August 25 2011 02:34 GMT
#725
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).
qGRush
Profile Joined August 2011
4 Posts
August 25 2011 02:35 GMT
#726
yay.

1) no more 2 rax
2) no more blue flame (or mech)
3) no more terrans ...
Rarak
Profile Joined May 2010
Australia631 Posts
August 25 2011 02:35 GMT
#727
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.
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
August 25 2011 02:35 GMT
#728
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?
sup
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
August 25 2011 02:35 GMT
#729
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?
L3gendary
Profile Joined October 2010
Canada1470 Posts
August 25 2011 02:35 GMT
#730
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?
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Scila
Profile Joined October 2010
Canada1849 Posts
August 25 2011 02:35 GMT
#731
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.
All we have to decide is what to do with the time that is given to us.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 02:35 GMT
#732
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.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50607 Posts
Last Edited: 2011-08-25 02:37:52
August 25 2011 02:35 GMT
#733
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.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Mozdk
Profile Joined October 2010
Denmark6989 Posts
August 25 2011 02:35 GMT
#734
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
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
NExt
Profile Blog Joined September 2010
Australia1651 Posts
August 25 2011 02:36 GMT
#735
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.
Waiting for Protoss Jesus
Hall0wed
Profile Blog Joined January 2011
United States8486 Posts
August 25 2011 02:36 GMT
#736
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.
♦ My Life for BESTie ♦ 류세라 = 배 ♦
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 25 2011 02:36 GMT
#737
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.
Ryder.
Profile Joined January 2011
1117 Posts
August 25 2011 02:37 GMT
#738
Absolutely beautiful patch. Blizzard really on the ball with this one.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
August 25 2011 02:37 GMT
#739
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.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
August 25 2011 02:37 GMT
#740
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.
Developer for http://mtgfiddle.com
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