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Patch 1.4 PTR Notes (updated 9/8) - Page 4

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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
Slago
Profile Joined August 2010
Canada726 Posts
August 25 2011 01:21 GMT
#61
I'm a zerg, and this seems to be a great patch, have to see how fungal does vs rine medivac though, cause if the dps drop is too severe it may completely break the Mu where tier 1 50 min rines beat tier 2.5 100/150 festors , but will have to see, all the other changes seemed great, just the infestor one is odd, considering it's the only threatening unit a zerg has
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 25 2011 01:21 GMT
#62
The overseer morphing cost decrease is so good.
StaplerPhone
Profile Joined March 2011
United States813 Posts
August 25 2011 01:21 GMT
#63
.. This patch looks amazing
Though I don't think the barracks build time increase is necessary at all o.o
NaDa | MC | HerO | DeMusliM | TaeJa | viOLet
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
August 25 2011 01:21 GMT
#64
On August 25 2011 10:19 stalife wrote:
I feel the change that'll impact the MOST will be this:

Unit vision up ramps has been reduced by 1.

Does this mean units up on cliff will have more advantage finally?


well it means that you will actually be able to block a ramp with 2 queens without hellions being able to take shots at them for free
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
August 25 2011 01:21 GMT
#65
On August 25 2011 10:20 malaan wrote:
can someone please explain the reasonning behind increasing barracks build time..?




might be because of the current 1-1-1 trend happening in tvp.
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
chesshaha
Profile Joined March 2010
United States1117 Posts
August 25 2011 01:21 GMT
#66
I'm really happy with the protoss changes, people can start using warp prism more like.
With the Immortal range incease, we could see double robo as standard in PvT and PvZ.
I like the mothership accel increase too, still cost too much I think.
"Hopefully you're not the real TLO so it's not casted" - SpecialK
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
August 25 2011 01:21 GMT
#67
On August 25 2011 10:20 RyanRushia wrote:
i LOVE this patch, think it'll help make PvP way more fun

6 range immo will be way more effective vs 4gate, 1base colossus pushes w/out lance, and heavy blink stalker builds (plus now blink rush is delayed)

pvp expanding will be viable!

Oh man, this sounds.. great? PvP might be a cool matchup to watch now!
I work alone. // Visit TL Mafia subforum!
-KarakStarcraft-
Profile Joined September 2010
United States258 Posts
Last Edited: 2011-08-25 01:22:14
August 25 2011 01:22 GMT
#68
Increase in barracks build time is quite significant for ZvT imo.
Warrice
Profile Joined July 2010
United States565 Posts
August 25 2011 01:22 GMT
#69
the immortal buff must be for pvt.. dont really see immortals needing more range for pvz.

will make immortals and sentries hurt roaches even more. but i guess that doesnt matter too much since many people are going ling infester now.
Xayvier
Profile Joined November 2010
United States387 Posts
August 25 2011 01:22 GMT
#70
I thought this was a thread for dream patch notes.
dabom88
Profile Blog Joined July 2010
United States3483 Posts
Last Edited: 2011-08-25 01:22:25
August 25 2011 01:22 GMT
#71
IMO, they have the Blink issue wrong. The issue isn't the timing of Blink Stalkers, it's the cooldown. Adding 5 more seconds or something to the cooldown would have been a more effective nerf.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 25 2011 01:22 GMT
#72
On August 25 2011 10:20 malaan wrote:
can someone please explain the reasonning behind increasing barracks build time..?


It's a subtle Bunker nerf, the fastest possible Bunker is now 5 seconds later.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 25 2011 01:22 GMT
#73
This should be added too.

Unit vision up ramps has been reduced by 1.


That's huge
AidanS
Profile Joined September 2010
39 Posts
August 25 2011 01:22 GMT
#74
Large zealot nerf?

■Issuing new orders to charging zealots will cause them to lose the charge buff
0neder
Profile Joined July 2009
United States3733 Posts
August 25 2011 01:22 GMT
#75
Wow.

Dustin, David, whoever from Blizzard was involved with this patch did a GREAT JOB! Amazing setup patch leading up to Heart of the Swarm.

Now we can only hope that gateway cooldown is flipped with warp gate cooldown for awesome variety and even better PvP.
Mattchew
Profile Blog Joined December 2010
United States5684 Posts
August 25 2011 01:22 GMT
#76
On August 25 2011 10:18 iamke55 wrote:
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

lol genius solution! I'm sad that there's no 1/1/1 nerf though.


immortal range helps against 1/1/1
There is always tomorrow nshs.seal.
swim224
Profile Joined May 2010
Botswana368 Posts
Last Edited: 2011-08-25 01:26:26
August 25 2011 01:22 GMT
#77
I'm really liking this patch :D It seems that they're heard what everyone's complaining about, although, I hope they don't go through with all of these changes such as the contaminate energy cost. They seemed to have given the zerg a viable scouting option though.
....unless Taeja suddenly parachutes into the studio with explosions behind him and lands on a skateboard which he jumps over the booth before jumping in. If that happened it would be so sweet it would be physically impossible for them to lose. - Haydin
RealQ
Profile Joined March 2011
1120 Posts
August 25 2011 01:22 GMT
#78
Finally.
Lynkilen
Profile Joined September 2010
Norway211 Posts
August 25 2011 01:22 GMT
#79
Well this is kinda drastic, still just ptr so far.
david.oh.k
Profile Joined March 2011
United States92 Posts
August 25 2011 01:22 GMT
#80
hey ravens can counter infestors now, seeker missiles can now catch the infestors off creep and kill them :D terrans don't have to only rely on ghosts anymore!
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