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Patch 1.4 PTR Notes (updated 9/8) - Page 5

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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
Bro_Stone
Profile Joined April 2011
United States510 Posts
August 25 2011 01:22 GMT
#81
I don't get the barracks build time change...
Stim Go Go GO!
Sleight
Profile Blog Joined May 2009
2471 Posts
August 25 2011 01:22 GMT
#82
Can we all finally give Blizz some credit for coming up with an AWESOME patch?
One Love
JBrown08
Profile Joined September 2010
Canada306 Posts
August 25 2011 01:22 GMT
#83
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.

Wooooooooo BUG FIX
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 25 2011 01:22 GMT
#84
I honestly don't think they're going the right directing with the Infestor, I'd rather see something that allows fungal to more easily by dodged rather than a straight damage nerf. This would just add more skill into the game, I'm thinking a range nerf to it or something.
I put the sexy in dyslexia.
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-08-25 01:53:52
August 25 2011 01:22 GMT
#85
Wow these changes look pretty nice. The ramp, immortal, and blink changes could be interesting in pvp.
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
August 25 2011 01:23 GMT
#86
On August 25 2011 10:21 chaopow wrote:
No address to TvP 1/1/1 yet though. Otherwise looks like a good patch, hopefully everything goes well in PTR


would make sense that a slightly later barracks results in slightly later push, as well as immortal standing a chance at being able to take down siegetanks better?
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
Juvant
Profile Joined April 2011
United States723 Posts
August 25 2011 01:23 GMT
#87
3 shots for BFH to kill a worker rather than two
LolitsPing
Profile Blog Joined March 2011
United States285 Posts
August 25 2011 01:23 GMT
#88
oh shit...
well we might see Motherships back again and a lot more Warp Prism play...

the infestor nerf i don't agree with tho... I thought the problem was the freeze instead of the damage. Then again, I dont use infestors that much so it won't affect my style of play.

And hellion nerf? o_O mech might not be as popular now. I always thought that blue flame was fine as it is.
Citius, Altius, Fortius
0neder
Profile Joined July 2009
United States3733 Posts
August 25 2011 01:23 GMT
#89
On August 25 2011 10:22 dabom88 wrote:
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.

Yeah. They probably agree with you, but don't want to nerf blink micro in big battles. I'm sure they're open to see how this plays out.
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
August 25 2011 01:23 GMT
#90
Disappointed there is no cost change to the ghost, looks pretty good apart from that.
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
duk3
Profile Joined September 2010
United States807 Posts
August 25 2011 01:23 GMT
#91
I like the patch, I feel like the blue flame nerf as probably being too heavy though.
Time flies like an arrow; fruit flies like a banana.
nalgene
Profile Joined October 2010
Canada2153 Posts
August 25 2011 01:23 GMT
#92
the warp prism is now 100+100 from 100+40 from 80+60 ( speed remains the same with 2.500 + X to 3.375 it seems )
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Dzerzhinsky
Profile Joined March 2011
Scotland327 Posts
August 25 2011 01:23 GMT
#93
On August 25 2011 10:19 prOxi.swAMi wrote:I don't understand the increase in barracks time 60 to 65... anyone?

I don't know, but they might find that it makes proxy 2gate a little too strong again. The Zealot already comes out before the first Marine, never mind delaying that Marine another 5 seconds.
"All science would be superfluous if the outward appearance and the essence of things coincided directly."
huddo38
Profile Joined March 2011
Australia15 Posts
August 25 2011 01:23 GMT
#94
On August 25 2011 10:19 prOxi.swAMi wrote:
I don't understand the increase in barracks time 60 to 65... anyone?


Agreed can someone please explain why this is needed???
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
August 25 2011 01:23 GMT
#95
On August 25 2011 10:22 ZAiNs wrote:
Show nested quote +
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.


Hahahaha you win
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Leyra
Profile Blog Joined May 2010
United States1222 Posts
August 25 2011 01:23 GMT
#96
Yessss, so stoked about this. The only thing I'm wondering is, can you still warp over a forcefield with a 4gate? or will the -1 vision stop that?

Whitewing
Profile Joined October 2010
United States7483 Posts
August 25 2011 01:23 GMT
#97
Sick patch.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
Last Edited: 2011-08-25 01:23:57
August 25 2011 01:23 GMT
#98
How are you supposed to stop proxy gate in base with the barracks build time increased...
I'm an old man now
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
August 25 2011 01:23 GMT
#99
On August 25 2011 10:14 awu25 wrote:
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Raven
Seeker missile movement speed increased from 2.5 to 2.953.

As much as blue flame has been screwing with everybody the past month or so...I'd like to think that the Boxer/Rain match had at least a little to do with these two patches.
the farm ends here
kYem
Profile Blog Joined March 2010
United Kingdom412 Posts
August 25 2011 01:23 GMT
#100
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.



Immortals having 6 range is the buff much needed for Protoss against Terran, how many times P lost due to the immortals running around army coz they they could not hit tanks ( stuck behind stalkers... )
Hell
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