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Patch 1.4 PTR Notes (updated 9/8) - Page 444

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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
FederigoEU
Profile Joined September 2010
Germany50 Posts
September 18 2011 11:22 GMT
#8861
As a Protoss I think the NP and FG change are nonsense, The dmg change of FG doesent change much like someone said before , I would prefer the removal of the energy upgrade for Zerg. For the NP change , well now it encourages Deathball play much more but NP is still good against Archons, so I can see why the non massive NP did not work out so well. Nevertheless i think 7 is kinda bad for Zerg because of Tanks.
Be aware of the shark
Goken
Profile Joined July 2010
Sweden36 Posts
September 18 2011 11:25 GMT
#8862
What disturbs me is that everyone is running around screaming about blizz might be stupid with the balance and no one is upset that blizzard completely broke the sounds for the game.

Its disgusting to play on the PTR with the sound fading in and out with a bunch of echoes and artifacts. And other then 2 threads on the bnet EU forums with like 3 replies there is not a word about it. And Blizzard does not read the EU bnet forums.
UniQ.eu
Profile Joined July 2010
Sweden82 Posts
September 18 2011 11:35 GMT
#8863
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game?

Let's give you an example:
Many people write that they revoked the NP change because of whine, however it is most likely because they understood that without it Zerg has no cost/supply-efficient way to deal with heavy collosus, thor, carrier(rare, but still) or BC armies?

What if they run a PTR to see how things effect the damage instead of seeing what people whine about?

And maybe there are sometimes reasons when it copmes to why a certain race is whining about a certain thing?
cbueno
Profile Joined November 2008
Ireland76 Posts
September 18 2011 11:39 GMT
#8864
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game?

Let's give you an example:
Many people write that they revoked the NP change because of whine, however it is most likely because they understood that without it Zerg has no cost/supply-efficient way to deal with heavy collosus, thor, carrier(rare, but still) or BC armies?

What if they run a PTR to see how things effect the damage instead of seeing what people whine about?

And maybe there are sometimes reasons when it copmes to why a certain race is whining about a certain thing?


welll i think thor is nerfed enough...its ok this way....i mean beafore thor only army was a joke...its like having an army of just colosi and killing everything...now its more balanced...
Bananasword01
Profile Joined April 2011
Australia220 Posts
September 18 2011 11:40 GMT
#8865
I think I'll be using changling more often. Cheaper oversears but no energy change equals a lot of scouting squishy blobs.
Protosnake
Profile Joined September 2011
France295 Posts
September 18 2011 11:42 GMT
#8866
this "1a without micro" is absolutelly untrue. The Toss is the race that relies highest on Magic....Zerg infact is the one with the least Magic therefore if such a thing as a "1a" or close to it, it surelly must be zerg....even terran with all their op units, rely more on Magic than the zerg....so....this Theory of yours has been disproven...


My point was that ATM, Neural and colossi have both 9 range, so it's a simple micro battle, if the colossus are kept in the deathball then they will get neuraled, and zerg will gain the advantage
But if the protoss micro his colossus and keep him in the back of the army, making full use of his 9 range, then the infestor cannot neural without being sniped by the stalker

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.
Vardant
Profile Joined November 2010
Czech Republic620 Posts
September 18 2011 11:43 GMT
#8867
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game? ?

Because EMP would have been fixed ages ago, if this was true.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2011-09-18 11:50:29
September 18 2011 11:50 GMT
#8868
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
MilesTeg
Profile Joined September 2010
France1271 Posts
September 18 2011 11:51 GMT
#8869
On September 18 2011 20:43 Vardant wrote:
Show nested quote +
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game? ?

Because EMP would have been fixed ages ago, if this was true.


No, that's actually a good example for his point. People have been complaining about ghosts for very long, and they haven't nerfed it because Blizzard knows what they are doing better than us.
MilesTeg
Profile Joined September 2010
France1271 Posts
September 18 2011 11:57 GMT
#8870
On September 18 2011 20:50 Belial88 wrote:
Show nested quote +
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

Show nested quote +
In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.


I disagree. I think at range 7 it will just be too impractical and risky to fungal collossi, and at equal skill the Protoss will always win.

But regardless neither you or I can know that for sure, that's why it would've been a good idea to actually TEST it (you know, the whole reason why there is a PTR).
cbueno
Profile Joined November 2008
Ireland76 Posts
Last Edited: 2011-09-18 12:00:26
September 18 2011 12:00 GMT
#8871
On September 18 2011 20:51 MilesTeg wrote:
Show nested quote +
On September 18 2011 20:43 Vardant wrote:
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game? ?

Because EMP would have been fixed ages ago, if this was true.


No, that's actually a good example for his point. People have been complaining about ghosts for very long, and they haven't nerfed it because Blizzard knows what they are doing better than us.



ROFL......
If they did, they wouldnt nerf and buff the same units back and forth overtime.
No, its obvious they dont know. If they didnt nerf and buff the same units overtime then you may say they do know but since there are many of the same units that have been nerfed and buffed after each patch then this says A LOT about how clueless they are....
ROFL
Bananasword01
Profile Joined April 2011
Australia220 Posts
September 18 2011 12:05 GMT
#8872
Before range nerf : Protoss 1A's and loses because the zerg 1a's 2e's.
: Protoss 1A's 2movecommandhold ,to attack but pull back collosus so infestors nueralling must coming into additional stalker range, wins vs zerg 1a's 2e's

After range nerf rotoss 1A's and wins because zerg 1a 2e results in 150 gas cost units being killed in massive numbers to hold collosus for tiny amounts of time.
: Protoss 1A's and loses because zerg 1a 2f with main army while getting a sick flank with the neural infestors 3e.

I'm actually not entirely sure which one is more fair..... jk 9 range nueral is fair.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
September 18 2011 12:13 GMT
#8873
I disagree. I think at range 7 it will just be too impractical and risky to fungal collossi, and at equal skill the Protoss will always win.

But regardless neither you or I can know that for sure, that's why it would've been a good idea to actually TEST it (you know, the whole reason why there is a PTR).


Zerg mostly FG the colossi though, you do it because the colossi target the lings/roaches/banes. Then you NP all of them. Protoss could already snipe the infestors with colossi at range 9. But you're right, I really wish this was tested first.

How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 18 2011 12:56 GMT
#8874
On September 18 2011 12:21 Vidar wrote:
the concept of a single unit that handles every scenario in the instant the scenario begins to unfold (doesn't have to wait a few seconds to go into siege or anything like that if it gets caught out of position, can just pop out all of its abilities instantly)


Sounds like the Marine to me.
As it turns out, marines don't actually cost any money -Jinro
des0lar
Profile Joined July 2010
Austria126 Posts
September 18 2011 13:12 GMT
#8875
On September 18 2011 21:56 Jermstuddog wrote:
Show nested quote +
On September 18 2011 12:21 Vidar wrote:
the concept of a single unit that handles every scenario in the instant the scenario begins to unfold (doesn't have to wait a few seconds to go into siege or anything like that if it gets caught out of position, can just pop out all of its abilities instantly)


Sounds like the Marine to me.


Did you just read over the word "siege"?
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-09-18 13:13:38
September 18 2011 13:13 GMT
#8876
Marines have siege mode? Damn, they're more OP than I thought.
As it turns out, marines don't actually cost any money -Jinro
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-18 13:41:11
September 18 2011 13:37 GMT
#8877
On September 18 2011 20:43 Vardant wrote:
Show nested quote +
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game? ?

Because EMP would have been fixed ages ago, if this was true.


Here's a guy who doesn't understand what the guy he quotes is saying.

He mentions that Blizzard doesn't balance around whining, and you whine about EMP.

Brilliant.

On September 18 2011 21:00 cbueno wrote:
Show nested quote +
On September 18 2011 20:51 MilesTeg wrote:
On September 18 2011 20:43 Vardant wrote:
On September 18 2011 20:35 UniQ.eu wrote:
What confuses me the most is that everyone in this thread seems to think that changes come as a response to "whining" ir "QQing". How come it doesn't strike you that changes might, in fact, come to fix *drumroll* the balance of the game? ?

Because EMP would have been fixed ages ago, if this was true.


No, that's actually a good example for his point. People have been complaining about ghosts for very long, and they haven't nerfed it because Blizzard knows what they are doing better than us.



ROFL......
If they did, they wouldnt nerf and buff the same units back and forth overtime.
No, its obvious they dont know. If they didnt nerf and buff the same units overtime then you may say they do know but since there are many of the same units that have been nerfed and buffed after each patch then this says A LOT about how clueless they are....
ROFL


ROFL...
Have you considered that by buffing one aspect of an already strong unit another aspect that previously was balanced could become to strong, and require nerfing of?

For instance. Roaches had +2 armor, which was to strong, but the standard +1 armor +3 range roach was to weak, so they gave them a +1 range. It's not like they're clueless about the game, it's simply that the whole units dynamics change when you change one aspect of the unit.
ROFL...
Gamma4
Profile Joined March 2011
Australia75 Posts
September 18 2011 13:57 GMT
#8878
when is the actual patch going live?
Just Huking around ;)
BeeNu
Profile Joined June 2011
615 Posts
September 18 2011 14:35 GMT
#8879
On September 18 2011 20:50 Belial88 wrote:
Show nested quote +
Nevertheless i think 7 is kinda bad for Zerg because of Tanks.


Siege tanks have range 13 and 2 shot infestors. Range 9 was bad because of tanks too. Ghosts also outrange and 2 shot infestors, a midly prepared terran would always laugh at infestors. They are great at catching Terran out of position, however, more unforgiving than ling/bane for that.

Show nested quote +
In the next patch, it wont matter, the colossus can be in 1a-mode, any neural will put the infestor in the range of the stalkers.


That's why you FG.

It is a bit sad that 1a deathballs will only be stronger, it's really obnoxious and even with pro infestor micro, an a-move deathball can still have a very good chance at winning (and a deathball is exactly that, a chance coinflip that wins too often - not to mention deathballs with HT support). But this change won't break Zerg. It'll make it harder for Zerg, but well prepared Zerg will still win. Colossi could already snipe infestors with equal range and you could always blink stalkers forward of blink. Besides, the best way to deal with infestors was massing huge numbers of chargelots, not stalkers.



Wait....what?

How..?!...uggh..


Chargelots to counter Infestors? No, just...no. They're called High Templar, they have this nice ability called Feedback that can 1 shot kill Infestors, and they also have this nice ability called Psi Storm that melts Infestors who are Neural Parasiting. And no, they are not difficult to use, although they do require more than 1a
Protosnake
Profile Joined September 2011
France295 Posts
September 18 2011 14:51 GMT
#8880
the concept of a single unit that handles every scenario in the instant the scenario begins to unfold


Remember how infestor Broodlord was "unstoppable"some times ago ?
It began to unfold 2 month ago then people started to use ghost/high templar and it stopped right there
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