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Patch 1.4 PTR Notes (updated 9/8) - Page 51

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9040 CommentsPost a Reply
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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
Treadmill
Profile Joined July 2010
Canada2833 Posts
August 25 2011 03:25 GMT
#1001
Ugh. I guess that the hellion nerfs are probably needed but the vast majority of the time they do a ton of damage only because the defending player scompletely mismanages his defense (aka LINE EM UP).

The 5 secs on barracks build time will screw up terran build orders. I don't really understand the logic behind that.

But every single other change sounds fantastic.
Kavas
Profile Joined October 2010
Australia3421 Posts
August 25 2011 03:25 GMT
#1002
On August 25 2011 12:23 kenkaze291 wrote:
Show nested quote +
On August 25 2011 12:18 Secret. wrote:
On August 25 2011 12:17 kenkaze291 wrote:
For the barracks build time, I always wondered why it was 60 when gateway and spawning pool build times were 65...


So we don't die to chrono boosted units? And to actually somehow be able to pressure a hatch first?


Marines still make faster than zealots that are chronoboosted and zealots are slow to move across a map. Stalkers would come out much later because they need a core. And how is P allowed to pressure against a hatch first...<_<

You've never been proxy-gated before have you? No offence but unless you have MKP-like marine micro you can die pretty easily
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
August 25 2011 03:25 GMT
#1003
they broke tvt i hate this
Terran Metal for the Win
mprs
Profile Joined April 2010
Canada2933 Posts
August 25 2011 03:26 GMT
#1004
I think lots of good changes, but I think T is going to change a LOT. Here are some implications:

1) TvT Mech. Will it be the same if BFH do less damage? It feels like bio might reign supreme once again, but only time will tell.

2) Another early T rush slow down. This will really help unsuspecting Z's who are struggling to stop early rax pressure. However, is this a problem with the rax timing, or perhaps a Z problem or a map problem?

The Protoss changes... I mean the warp prism is absolutely great. Absolutely great. Tyler made a great point. Buff it to hell and see what happens. Then Blizzard will get to see how people will use it and adjust accordingly. Immortal buff will certainly help vs 1/1/1 lol. Blink change might affect PvP (in a negative way), and we will see 4 gate and robo play much more than twilight play, which makes me a sad panda.

I don't think they pulled some of these numbers out of their ass. I think BFH change was made so that they kill things in a certain amount of shots less. For example, instead of two shotting drones, they might 3 shot it. This gives races just a tad bit of leeway. I'm not sure what the exacts are. I also wonder why they chose that number for HSM. Wouldn't mind finding out what they wanted it to out run, and what they wanted it to be on the same speed as.
We talkin about PRACTICE
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
August 25 2011 03:26 GMT
#1005
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back.
710+ Posts with a Probe Icon =D
raf3776
Profile Blog Joined August 2010
United States1904 Posts
August 25 2011 03:26 GMT
#1006
the immortal change looks promising.
WWJD (What Would Jaedong Do)
dcemuser
Profile Joined August 2010
United States3248 Posts
Last Edited: 2011-08-25 03:30:50
August 25 2011 03:26 GMT
#1007
Holy crap these changes are amazing.

Mothership help, Immortal help, Ultralisk help, Warp Prism help, and Seeker Missile help.

Finally some of these units will see more competitive play.

On August 25 2011 12:26 epikAnglory wrote:
Show nested quote +
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back.


It's not shown through Fog of War...

The only way it is seen is if you have the vision of the building. It's just like in the Campaign.

It changes absolutely nothing except now both you and your opponent will know if he got that last hit on the building and destroyed it or you did a clutch cancel. It helps observers and people watching a lot too.
FryktSkyene
Profile Joined December 2010
United States1327 Posts
August 25 2011 03:26 GMT
#1008
I honestly think seeker missles might be overpowered with that speed.

That can reach a lot of units now and seekers do a shit ton of dmg. Guess we have to wait and see.

I bet white ra is happy. Special tactics upgraded ftw.
Snitches get stiches
fireproofazn
Profile Blog Joined September 2010
United States231 Posts
August 25 2011 03:26 GMT
#1009
"When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed."

wait so the enemy can see how much you get back when you cancel?
Terran<Protoss<Zerg
IPA
Profile Joined August 2010
United States3206 Posts
August 25 2011 03:26 GMT
#1010
Can a high level terran talk about the implications of the HSM buff? Do you think this will lead to a rise in Raven play within any particular match up?
Time held me green and dying though I sang in my chains like the sea.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 25 2011 03:27 GMT
#1011
rax buildtime change is quite reasonable:
1. 2-rax against zerg.
2. Marine/SCV allin against protoss.
Its grack
TA.GaMei
Profile Joined August 2010
Dominican Republic23 Posts
August 25 2011 03:27 GMT
#1012
Where is the korean Citizen Reaction to patch 1.4
Rinnegan5
Profile Joined March 2011
Netherlands319 Posts
August 25 2011 03:27 GMT
#1013
This is the best patch ever! And sorry Terrans but FINALLY A BLUE FLAME NERF! Protoss with some needed changes and buffs and zerg is meh..but I dont care. Thank you Blizzard. I am a happy zerg now.
TutsiRebel
Profile Joined August 2011
United States172 Posts
Last Edited: 2011-08-25 03:40:02
August 25 2011 03:28 GMT
#1014
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.

Guess this is to limit the ability to blink up ramps in PvP and, to a lesser extent, in other matchups. Good change.

PROTOSS
Immortal
Attack range increased from 5 to 6.

Finally! I was wondering when they were going to do this! great change.

Mothership
Acceleration increased from 0.3 to 1.375.
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.

Good change, though people will still never use the mothership. Acceleration was definitely a problem before, though

Stalker
Blink research time increased from 110 to 140.

Were blink stalker all ins really a problem? Don't play protoss, so I don't really know how PvP works

Warp Prism
Shields increased from 40 to 100.

I'm interested to see how this unfolds, but I think this is a little TOO much health. Time will tell.

TERRAN
Barracks
Build time increased from 60 to 65.

I'm not really sure why they want to try this

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

meh, I'd prefer the damage stay the same and have the tech require armory. In any case, now it takes three shots to kill drones, but lings still get roasted in only two. We'll see how this changes TvT

Raven
Seeker missile movement speed increased from 2.5 to 2.953.

Yayyyy!!!!!

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

I wouldn't mind a DPS nerf to fungal growth, but given that infestors are huge (easily targetable) units, can we at least get speed back? In any case, hopefully this alleviates some of the QQ (I'm afraid it won't, however)

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.

Awesome. Still wish this was at hatch tech, but now scouting doesn't cost either pneumatized carapace or a ridiculous amount of gas for a single unit. I'm guessing contamination was changed to prevent mass contaminate from being viable in ZvZ. I like it.

Ultralisk
Build time decreased from 70 to 55.

Good. Ultras took way too long to hatch given how much they suck. Can we please get a collision radius reduction now?

Notable non-balance changes:
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
(I believe this works like single player when you pick up floating mineral patches. You will see a +50 in blue and the opponent will need to be in the vicinity to see this floating text)

makes it easier to tell if your opponent got the cancel in time

Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game. (They make it easy for MLG)

holy crap, FINALLY!

Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

Issuing new orders to charging zealots will cause them to lose the charge buff.

aww, I thought this trick was cool!

Attack upgrades are now retained by units controlled by Neural Parasite.

I'm gonna have to read through this thread to see if anyone can explain wtf this means

SCVs can no longer repair themselves while inside a Bunker or Medivac.

Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.

I really like this. Sometimes I use baneling drops to snipe tech, being able to change building / unit priority really helps

If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.

huh? does this have to do with custom maps or something?

Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.

YES. FINALLY. I remember someone posting a thread where they showed that the drone attack had a smaller "leeway" angle than scv and probe attacks. Now a single drone can actually stop a hatchery block! Now they just have to fix this for DTs (they had the same value for "leeway" angle or whatever the hell it was called, and consequently the same issues with attacks not connecting)


Full patch notes: http://us.battle.net/sc2/en/forum/topic/1213111662

Thoughts:
Looks like hellions won't be so popular anymore
Interesting contaminate change, didn't think many people used it, let alone thought it needed a change.



Great changes all around! Awesome job, Blizzard


On August 25 2011 10:18 JBrown08 wrote:
Argh, I hope this doesn't make it to the live version. It is a huge nerf for infestors; Id rather have the 8 seconds back.


Not really. 36 / 47 reduced to 30 / 40 dmg.

I'd prefer to keep the same damage and bonus vs armored, but change the spell either back to eight seconds or perhaps six. It's DPS at four seconds makes chain fungal way too easy.
I can bhop irl
DGenerate
Profile Joined June 2010
Canada140 Posts
August 25 2011 03:29 GMT
#1015
-Transports can no longer unload units into a dense area if the original order was issued on a fogged location.

does this mean terrans can no longer shft click multiple drops and go on to do other things? (Drewbie drops)
Code
Profile Blog Joined June 2009
Canada634 Posts
August 25 2011 03:29 GMT
#1016
On August 25 2011 12:26 FryktSkyene wrote:
I honestly think seeker missles might be overpowered with that speed.

That can reach a lot of units now and seekers do a shit ton of dmg. Guess we have to wait and see.

I bet white ra is happy. Special tactics upgraded ftw.

The range is still pretty short on the HSM but now it will be one of those "ahhhh did he get it off in time!?!!" moments when the Raven flies in to fire.

It will be like the Reaver from BW just without the dud scarabs lol
Mjolnir
Profile Joined January 2009
912 Posts
August 25 2011 03:29 GMT
#1017
On August 25 2011 12:26 epikAnglory wrote:
Show nested quote +
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back.


I agree that it is a pretty stupid mechanic to add.

So much for the guessing game of having your opponent wonder if you managed to cancel something.

TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 25 2011 03:29 GMT
#1018
On August 25 2011 12:26 epikAnglory wrote:
Show nested quote +
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back.

They can only see it if they can see the cancelled building. In which case they could have just clicked it before you cancelled it anyway.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
August 25 2011 03:30 GMT
#1019
On August 25 2011 12:26 epikAnglory wrote:
Show nested quote +
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.

Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back.


Didnt even think of that. So true such a bad idea >.< now
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 25 2011 03:30 GMT
#1020
Pondering the change to Fungal in relation to its overall DPS...

pre-1.4, Fungals deal 36 base damage over 4 in-game seconds, or about 9 DPS.
1.4 PTR, Fungals deal 30 base damage over 4 in-game seconds, or about 7.5 DPS.

It is especially interesting to note that Medivacs heal at a rate of about 9 health per in-game second.

Therefore, Fungal DPS is now less than a Medivac's heal rate, which may be one of the important factors influencing this change.
ㅇㅅㅌㅅ
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